A Home in Every Port

30th July 2020 at 2:01am
Downtime Feat General

Prerequisites Charisma 16.

You have a reputation in towns and villages you’ve visited, and residents are always willing to open their doors to you.

When in a town or village, during downtime, you can spend 8 hours to locate a resident willing to provide lodging for you and up to six allies for up to 24 hours at no charge.

The standard of living within the acquired lodging is comfortable, and square meals are provided at no cost.

After 24 hours, you must pay standard prices for further lodging and meals or use this feat again to fnd a new resident willing to host you.

Feat Type General
Level11

Ability Score

30th June 2020 at 4:00pm

An Ability Score is one of the six basic value used to calculate your character's modifiers.

The Ability Scores are:

Charisma
Constitution
Dexterity
Intelligence
Strength
Wisdom

Abjuration

25th July 2020 at 12:37am
School

Abjurations protect and ward. They create barriers that keep out attacks, effects, or even certain types of creatures. They also create effects that harm trespassers or banish interlopers.

Abyssal Plague

27th June 2020 at 11:05pm
Attack Chaotic Concentrate Disease Divine Evil Manipulate Necromancy Occult Somatic Spell Verbal
Level5
ComponentsSomatic, Verbal
Cast Time
RangeTouch
Area
Target1 creature
SaveFortitude
Duration

Your touch afflicts the target with Abyssal Plague, which siphons fragments of their soul away to empower the Abyss.

The effect is based on the target's Fortitude save.

Critical SuccessThe target is unaffected.
SuccessThe target takes 2 Evil damage per spell level, and takes a -2 status penalty to saves against Abyssal Plague for 1 day or until the target contracts it, whichever comes first.
FailureThe target is afflicted with Abyssal Plague at stage 1.
Critical FailureThe target is afflicted with Abyssal Plague at stage 2.

Abyssal Plague (disease); Level 9. The target can’t recover from the drained condition from Abyssal plague until the disease is cured. Stage 1 drained 1 (1 day); Stage 2 drained increases by 2 (1 day).

AttackThis is affected by Multiple Attack Penalty.
ChaoticChaotic damage harms only lawful creatures.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
EvilEvil damage harms only good creatures.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Acid Arrow

10th July 2020 at 8:39pm
Acid Arcane Attack Concentrate Evocation Manipulate Primal Somatic Spell Verbal
Level2
ComponentsSomatic, Verbal
Cast Time
Range120 feet
Area
Target1 creature or object
Save
Duration

You conjure an arrow of acid that continues corroding the target after it hits.

Make a spell attack against the target.

On a hit, you deal 3d8 acid damage plus 1d6 persistent acid damage.

On a critical hit, double the initial damage, but not the persistent damage.

Heightened (+2) The initial damage increases by 2d8, and the persistent acid damage increases by 1d6.

ArcaneThis spell can be identified using Arcana.
AttackThis is affected by Multiple Attack Penalty.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Acid Splash

27th June 2020 at 11:05pm
Acid Arcane Attack Cantrip Concentrate Evocation Manipulate Primal Somatic Spell Verbal
Level1
ComponentsSomatic, Verbal
Cast Time
Range30 feet
Area
Target1 creature or object
Save
Duration

You splash a glob of acid that splatters creatures and objects alike.

Make a spell attack.

If you hit, you deal 1d6 acid damage plus 1 splash acid damage. On a critical success, the target also takes 1 persistent acid damage.

If heightened, the damage increases as follows.

LevelAcid DamageSplash DamagePersistent Damage
11d611
31d6+your spellcasting ability modifier12
52d6+your spellcasting ability modifier23
73d6+your spellcasting ability modifier34
94d6+your spellcasting ability modifier45
ArcaneThis spell can be identified using Arcana.
AttackThis is affected by Multiple Attack Penalty.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Acrobatic Performer

30th July 2020 at 1:17am
Feat General Skill

You’re an incredible acrobat, evoking wonder and enrapturing audiences with your prowess. It’s almost a performance!

You can roll an Acrobatics check instead of a Performance check when using the Perform action.

Feat Type Skill
Level1
SkillAcrobatics
RequirementT

Acrobatics

25th July 2020 at 3:15pm
Skill

Key Ability Dexterity.

Acrobatics measures your ability to perform tasks requiring coordination and grace.

When you use the Escape basic action, you can use your Acrobatics modifier instead of your unarmed attack modifier.

Actions for this skill:

Feats for this skill:

DexterityAcrobaticsKey ability for this skill.
ClumsyDexterityGives status penalty to Dexterity equal to condition value.
FrightenedDexterityReduces all checks and DCs.
SickenedDexterityReduces Dexterity by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.

Action

7th July 2020 at 12:30am

Actions represent the basic things a character can do during their turn.

By default, you can take 3 actions each turn.

ActionSuccessTable

29th July 2020 at 11:43pm

Critical Success
Success
Failure
Critical Failure

ActionSummary

12th July 2020 at 5:25pm

Actions
Free Hands
Skill
Defense
Tool
Sub-actions

Activate Foresight

25th July 2020 at 12:29am
Action Implied Reaction

Trigger The target of your Foresight spell defends against a hostile creature or other danger.

If the hostile creature or danger forces the target to roll dice (a saving throw, for example), the target rolls twice and uses the higher result, and this spell gains the Fortune trait.

If the hostile creature or danger is rolling against the target (an attack roll or skill check, for example), that hostile creature or danger rolls twice and uses the lower result, and this spell gains the Misfortune trait.

Actions Reaction
Free Hands
Skill
Defense
Tool
Sub-actions

Acute Scent

23rd July 2020 at 10:34pm
Barbarian Class Feat

When you Rage, your sense of smell improves.

You gain imprecise scent with a range of 30 feet.

Feat Type Class
Level2
ClassBarbarian

Acute Vision

23rd July 2020 at 10:16pm
Barbarian Class Feat

When you are raging, your visual senses improve, granting you Darkvision.

Feat Type Class
Level1
ClassBarbarian

Additional Lore

12th July 2020 at 5:17pm
Feat General Skill

Prerequisites Trained in Lore.

Your knowledge has expanded to encompass a new field.

Choose an additional Lore skill subcategory. You become trained in it.

At 3rd, 7th, and 15th levels, you gain an additional skill increase you can apply only to the chosen Lore subcategory.

You can select this feat more than once. Each time you must select a new subcategory of Lore and you gain the additional skill increases to that subcategory for the listed levels.

Feat Type Skill
Level1
SkillLore
RequirementT

Additive

8th July 2020 at 8:46pm
Trait

Feats with the additive trait allow you to spend actions to add special substances to bombs or elixirs.

The additive trait is always followed by a level, such as additive 2. An additive adds its level to the level of the alchemical item you’re modifying; the result is the new level of the mixture. The mixture’s item level must be no higher than your advanced alchemy level.

You can add only one additive to a single alchemical item, and attempting to add another spoils the item.

You can typically use actions with the additive trait only when you’re creating an infused alchemical item, and some can be used only with the Quick Alchemy action.

Administer First Aid

20th July 2020 at 10:59pm
Action Manipulate Untrained

Requirements You have Healer’s Tools.

You perform first aid on an adjacent creature that is Dying or bleeding (has Persistent Damage with type "bleed").

If a creature is both dying and bleeding, choose which ailment you’re trying to treat before you roll. You can Administer First Aid again to attempt to remedy the other effect.

  • Stabilize: Attempt a Medicine check on a creature that has 0 Hit Points and the dying condition. The DC is equal to 5 + that creature’s recovery roll DC (typically 15 + its dying value).
  • Stop Bleeding Attempt a Medicine check on a creature that is taking persistent bleed damage, giving them a chance to make another flat check to remove the persistent damage. The DC is usually the DC of the effect that caused the bleed.
Actions
Free Hands
SkillMedicine 
Defense
ToolHealer's Tools
Sub-actions
ManipulateThis may provoke Attack of Opportunity and other reactions.
MedicineAdminister First Aid
WisdomMedicineKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.

Adopted Ancestry

29th June 2020 at 8:34pm
Feat General

You’re fully immersed in another ancestry’s culture and traditions, whether born into them, earned through rite of passage, or bonded through a deep friendship or romance.

Choose a common Ancestry.

You can select ancestry feats from the ancestry you chose, in addition to your character’s own ancestry, as long as the ancestry feats don’t require any physiological feature that you lack, as determined by the GM.

Feat Type General
Level1

Advanced Alchemy

23rd July 2020 at 8:10pm
Rule

During your daily preparations, after producing new infused reagents, you can spend batches of those infused reagents to create infused alchemical items.

You don’t need to attempt a Crafting check to do this, and you ignore both the number of days typically required to create the items and any alchemical reagent requirements.

Your advanced alchemy level is equal to your level.

For each batch of infused reagents you spend, choose an alchemical item of your advanced alchemy level or lower that’s in your formula book, and make a batch of two of that item.

These items have the Infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first.

Advancement

26th July 2020 at 4:16pm
Rule

Advancement Schedule

FeatureFrequencyLevels
Class featuresAs per classAs per class
Ancestry Feat1st, then every 41, 5, 9, 13, 17
Class Feat1st, 2nd, then every 21, 2, 4, 6, 8, 10, 12, 14, 16, 18, 20
General Feats3rd, then every 43, 7, 11, 15, 19
Skill Feats2nd, then every 22, 4, 6, 8, 10, 12, 14, 16, 18, 20
Skill Increase (Expert)3rd, 5th
Skill Increase (Master)7th, 9th, 11th, 13th
Skill Increase (Legendary)15th, 17th, 19th
Ability boost5th, then every 55, 10, 15, 20

Incremental Advancement Table

LevelAdvancement
1Basic class features, class Splat, Ancestry Feat, Class Feat
2Class Feat, Skill Feat
3General Feat, Skill Increase
4Class Feat, Skill Feat
5Ability boost, Ancestry Feat, Skill Increase
6Class Feat, Skill Feat
7General Feat, Skill Increase
8Class Feat, Skill Feat
9Ancestry Feat, Skill Increase
10Ability boosts, Class Feat, Skill Feat
11General Feat, Skill Increase
12Class Feat, Skill Feat
13Ancestry Feat, Skill Increase
14Class Feat, Skill Feat
15Ability boost, General Feat, Skill Increase
16Class Feat, Skill Feat
17Ancestry Feat, Skill Increase
18Class Feat, Skill Feat
19General Feat, Skill Increase
20Ability boost, Class Feat, Skill Feat

In-place Advancement Table

LevelAncestry FeatsClass FeatsGeneral FeatsSkill FeatsAbility BoostsSkill increases
111000Starting
212010Starting
3121101 Expert
4131201 Expert
5231242 Expert
6241342 Expert
7242342 Expert, 1 Master
8252442 Expert, 1 Master
9352442 Expert, 2 Master
10362582 Expert, 2 Master
11363582 Expert, 3 Master
12373682 Expert, 3 Master
13473682 Expert, 4 Master
14483782 Expert, 4 Master
154847122 Expert, 4 Master, 1 Legendary
164948122 Expert, 4 Master, 1 Legendary
175948122 Expert, 4 Master, 2 Legendary
1851049122 Expert, 4 Master, 2 Legendary
1951059122 Expert, 4 Master, 3 Legendary
20511510162 Expert, 4 Master, 3 Legendary

Aeon

25th July 2020 at 4:41pm
Trait

These monitors are the self-styled defenders of reality.

Traditional aeons have dualistic natures and forms, and they hold a dichotomy of interests, though axiomites and inevitables do not.

Aeons other than axiomites and inevitables communicate via a strange telepathic hodgepodge of sensory sending called envisioning.

Aerial Form

27th June 2020 at 11:27pm
Arcane Concentrate Manipulate Polymorph Primal Somatic Spell Transmutation Verbal
Level4
ComponentsSomatic, Verbal
Cast Time
RangeYou
Area
TargetYou
SaveNone (Beneficial)
Duration

You harness your mastery of primal forces to reshape your body into a Medium flying animal battle form.

When you cast this spell, choose bat, bird, pterosaur, or wasp. You can decide the specific type of animal (such as an owl or eagle for bird), but this has no effect on the form’s Size or statistics.

While in this form, you gain the Animal trait.

You gain Low-Light Vision.

You can Dismiss the spell.

You gain the following statistics and abilities regardless of which battle form you choose, depending on the level to which the spell was Heightened:

LevelACSizeTemp HPAttack ModifierDamage BonusAcrobaticsFly Speed Bonus
418+your levelMedium5+16+5+160
518+your levelLarge10+18+8+20+10'
621+your levelHuge15+21+4+23+15'

You ignore your armor's check penalty and Speed reduction when in your aerial form.

The unarmed melee attacks specific to the battle form you choose are the only attacks you can use. You’re trained with them. These attacks are Dexterity based (for the purpose of the clumsy condition, for example). If your attack modifier for Dexterity-based unarmed attacks is higher, you can use it instead.

If your own Acrobatics modifier is higher than the one for your form, you can use it instead.

The bonus given to your Fly speed is a status bonus.

If you cast the spell at level 6, you additionally gain 10' reach and damage dice are doubled, including for Persistent Damage.

If you are made larger by casting the spell, you must have enough room to expand into or the spell is lost.

You also gain specific abilities based on the form you choose:

  • Bat Speed 20 feet, fly Speed 30 feet; precise echolocation 40 feet; Melee [one-action] fangs, Damage 2d8 piercing; Melee [one-action] wing (Agile), Damage 2d6 bludgeoning.
  • Bird Speed 10 feet, fly Speed 50 feet; Melee [one-action] beak, Damage 2d8 piercing; Melee [one-action] talon (agile), Damage 1d10 slashing.
  • Pterosaur Speed 10 feet, fly Speed 40 feet; imprecise scent 30 feet; Melee [one-action] beak, Damage 3d6 piercing.
  • Wasp Speed 20 feet, fly Speed 40 feet; Melee [one-action] stinger, Damage 1d8 piercing plus 1d6 persistent poison.

The special statistics of a battle form can be adjusted only by circumstance bonuses, status bonuses, and penalties.

You can't cast spells, speak, or use Manipulate actions that require hands in your battle form.

Your gear is absorbed into you; the constant abilities of your gear still function, but you can’t activate any items.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Affliction

19th July 2020 at 7:46pm
Rule

Diseases and poisons are types of afflictions, as are curses and radiation. An affliction can infect a creature for a long time, progressing through different and often increasingly debilitating stages.

The level of an affliction is the level of the monster, hazard, or item causing the affliction or, in the case of a spell, is listed in the affliction entry for that spell.

When you’re first exposed to the affliction, you must attempt a saving throw against it. This first attempt to stave off the affliction is called the initial save.

An affliction usually requires a Fortitude save, but the exact save and its DC are listed after the name and type of affliction. Spells that can poison you typically use the caster’s spell DC.

On a successful initial saving throw, you are unaffected by that exposure to the affliction. You do not need to attempt further saving throws against it unless you are exposed to the affliction again.

If you fail the initial saving throw, after the affliction’s onset period elapses (if applicable), you advance to stage 1 of the affliction and are subjected to the listed effect. On a critical failure, after its onset period (if applicable), you advance to stage 2 of the affliction and are subjected to that effect instead.

Some afflictions have onset times. For these afflictions, once you fail your initial save, you don’t gain the effects for the first stage of the affliction until the onset time has elapsed. If this entry is absent, you gain the effects for the first stage (or the second stage on a critical failure) immediately upon failing the initial saving throw.

If an affliction lasts only a limited amount of time, it lists a maximum duration. Once this duration passes, the affliction ends. Otherwise, the affliction lasts until you succeed at enough saves to recover.

An affliction typically has multiple stages, each of which lists an effect followed by an interval in parentheses. When you reach a given stage of an affliction, you are subjected to the effects listed for that stage.

At the end of a stage’s listed interval, you must attempt a new saving throw.

On a success, you reduce the stage by 1; on a critical success, you reduce the stage by 2. On a failure, the stage increases by 1; on a critical failure, the stage increases by 2. You are then subjected to the effects listed for the new stage.

Afflictions with the virulent trait are harder to remove. You must succeed at two consecutive saves to reduce a virulent affliction’s stage by 1. These saves are made over the course of two intervals, not both at once. A critical success reduces a virulent affliction’s stage by only 1 instead of by 2.

If the affliction’s stage is ever reduced below stage 1, the affliction ends and you don’t need to attempt further saves unless you’re exposed to the affliction again.

If a failure or critical failure would increase the stage beyond the highest listed stage, the affliction instead repeats the effects of the highest stage.

An affliction might give you conditions with a longer or shorter duration than the affliction. For instance, if an affliction causes you to be drained but has a maximum duration of 5 minutes, you remain drained even after the affliction ends, as is normal for the drained condition. Or, you might succeed at the flat check to remove persistent damage you took from an ongoing affliction, but you would still need to attempt saves to remove the affliction itself, and failing one might give you new persistent damage.

Multiple exposures to the same Curse or Disease currently affecting you have no effect.

For a Poison, however, failing the initial saving throw against a new exposure increases the stage by 1 (or by 2 if you critically fail) without affecting the maximum duration. This is true even if you’re within the poison’s onset period, though it doesn’t change the onset length.

Fast RecoveryAfflictionImproves saves against disease and poison.

Agile

22nd July 2020 at 12:12pm
Weapon Trait

The Multiple Attack Penalty you take with this weapon on the second attack on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn.

Aid

26th June 2020 at 9:39pm
Action Reaction

You try to help your ally with a task.

To use this reaction, you must first prepare to help, usually by using an action during your turn. You must explain to the GM exactly how you’re trying to help, and they determine whether you can Aid your ally.

When you use your Aid reaction, attempt a skill check or attack roll of a type decided by the GM. The typical DC is 20, but the GM might adjust this DC for particularly hard or easy tasks.

The GM can add any relevant traits to your preparatory action or to your Aid reaction depending on the situation, or even allow you to Aid checks other than skill checks and attack rolls.

Critical SuccessYou grant your ally a +2 circumstance bonus to the triggering check. If you’re a master with the check you attempted, the bonus is +3, and if you’re legendary, it’s +4.
SuccessYou grant your ally a +1 circumstance bonus to the triggering check.
Failure
Critical FailureYour ally takes a –1 circumstance penalty to the triggering check.
Actions Reaction
Free Hands
Skill
Defense
Tool
Sub-actions

Air

25th July 2020 at 4:41pm
Trait

Effects with the air trait either manipulate or conjure air.

Those that manipulate air have no effect in a vacuum or in areas without air.

Creatures with this trait consist primarily of air or have a magical connection to that element.

Air Bubble

28th June 2020 at 12:09am
Air Arcane Concentrate Conjuration Divine Primal Reaction Spell Verbal

Trigger A creature within range enters an environment where it can’t breathe.

A bubble of pure air appears around the target’s head, allowing it to breathe normally. The effect ends as soon as the target returns to an environment where it can breathe normally.

AirThis may not work in vacuum or without air.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
PrimalThis spell can be identified using Nature.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Air Walk

28th June 2020 at 12:12am
Air Concentrate Divine Manipulate Primal Somatic Spell Transmutation Verbal
Level4
ComponentsSomatic, Verbal
Cast Time
RangeTouch
Area
Target1 creature
Save
Duration5 minutes

The target can walk on air as if it were solid ground.

It can ascend and descend in this way at a maximum of a 45-degree angle.

AirThis may not work in vacuum or without air.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Alarm

29th June 2020 at 8:29pm
Abjuration Arcane Auditory Concentrate Divine Manipulate Material Mental Occult Primal Somatic Spell Verbal

You ward an area to alert you when creatures enter without your permission.

When you cast alarm, select a password.

Whenever a Small or larger corporeal creature enters the spell’s area without speaking the password, alarm sends your choice of a mental alert (in which case the spell gains the Mental trait) or an audible alarm with the sound and volume of a hand bell (in which case the spell gains the Auditory trait).

Either option automatically awakens you, and the bell allows each creature in the area to attempt a DC 15 Perception check to wake up.

A creature aware of the alarm must succeed at a Stealth check against the spell’s DC or trigger the spell when moving into the area.

Heightened (3rd) You can specify criteria for which creatures sound the alarm spell—for instance, orcs or masked people.

ArcaneThis spell can be identified using Arcana.
AuditoryThis works only against creatures that can hear it and are not Deafened.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Alchemical Crafting

20th July 2020 at 11:05pm
Feat General Skill

Prerequisites Trained in Crafting.

You can use the Craft activity to create Alchemical items.

When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book.

Feat Type Skill
Level1
SkillCrafting
RequirementT

Alchemical Familiar

23rd July 2020 at 7:46pm
Ability Alchemist Class Feat

You have used alchemy to create life, a simple creature formed from alchemical materials, reagents, and a bit of your own blood.

This alchemical familiar appears to be a small creature of flesh and blood, though it might have some unusual or distinguishing aspects depending on your creative process.

Like other familiars, your alchemical familiar assists you in your laboratory and on adventures.

The Familiar uses your Intelligence modifier to determine its Perception, Acrobatics, and Stealth modifiers.

Feat Type Class
Level1
ClassAlchemist

Alchemical Savant

23rd July 2020 at 7:46pm
Ability Alchemist Class Feat

Prerequisites Trained in Crafting.

You can identify alchemical items quickly.

When using the Crafting skill to Identify Alchemy on an alchemical item you hold, you can do so as a single action, which has the Concentrate and Manipulate traits, instead of spending 10 minutes.

If you have the formula for the item you are attempting to identify, you gain a +2 circumstance bonus to your check, and if you roll a critical failure, you get a failure instead.

Feat Type Class
Level1
ClassAlchemist

Alchemical Weapon Expertise

8th July 2020 at 8:40pm
Ability

You’ve trained to more effectively wield the weapons you find in your lab.

Your proficiency ranks for Simple weapons and alchemical bombs increase to expert.

Alchemist

26th July 2020 at 4:26pm
Class

Class Features

LevelFeatures
1Alchemical Crafting, Infused Reagants, Advanced Alchemy, Quick Alchemy, +2 Formulas
2+2 Formulas
3+2 Formulas
4+2 Formulas
5Field Discovery, +2 Formulas
6+2 Formulas
7Alchemical Weapon Expertise, Iron Will, Perpetual Infusions, +2 Formulas
8+2 Formulas
9Alchemical Expertise, Alertness, Double Brew, +2 Formulas
10+2 Formulas
11Juggernaut, Perpetual Potency, +2 Formulas
12+2 Formulas
13Greater Field Discovery, Light Armor Expertise, Weapon Specialization, +2 Formulas
14+2 Formulas
15Alchemical Alacrity, Evasion, +2 Formulas
16+2 Formulas
17Alchemical Master, Perpetual Perfection, +2 Formulas
18+2 Formulas
19Light Armor Mastery, +2 Formulas
20+2 Formulas

Class Feats

LevelFeats
1 Alchemical Familiar
Alchemical Savant
Far Lobber
Quick Bomber
2 Poison Resistance
Revivifying Mutagen
Smoke Bomb
4 Calculated Splash
Efficient Alchemy
Enduring Alchemy
6 Combine Elixirs
Directional Bombs
8 Feral Mutagen
Powerful Alchemy
Sticky Bomb
10 Elastic Mutagen
Expanded Splash (Requires Calculated Splash)
Greater Debilitating Bomb (Requires Debilitating Bomb)
Merciful Elixir
Potent Poisoner (Requires Powerful Alchemy)
12 Extend Elixir
Invincible Mutagen
Uncanny Bombs (Requires Far Lobber)
14 Glib Mutagen
Greater Merciful Elixir (Requires Merciful Elixir)
True Debilitating Bomb (Requires Greater Debilitating Bomb)
16 Eternal Elixir (Requires Extend Elixir)
Exploitive Bomb
Genius Mutagen
Persistent Mutagen (Requires Extend Elixir)
18 Improbable Elixirs
Mindblank Mutagen
Miracle Worker
Perfect Debilitation
20 Craft Philosopher's Stone
Mega Bomb (Requires Expanded Splash)
Perfect Mutagen

Alertness

8th July 2020 at 8:44pm
Ability

You remain alert to threats around you.

Your proficiency rank for Perception increases to expert.

All-Around Vision

27th June 2020 at 7:27pm
Ability

This monster can see in all directions simultaneously, and therefore can’t be Flanked.

Alter Reality

27th July 2020 at 9:24pm
Concentrate Divination Manipulate Material Occult Somatic Spell Verbal

You use your occult lore and the power of your mind to manipulate the spiritual multiverse, resulting in any of the following effects:

  • Duplicate any occult spell of 9th level or lower.
  • Duplicate any non-occult spell of 7th level or lower.
  • Produce any effect whose power is equivalent to any occult spell 9th level or lower, or non occult spell 7th level or lower.
  • Reverse certain effects that refer to the Wish spell

At the GM’s discretion, you can try to produce greater effects, but this is dangerous and the spell may have only a partial effect.

Occult spells that can be duplicated: Abyssal Plague, Alarm, Antimagic Field, Augury, Bane, Banishment, Bind Soul, Bind Undead, Black Tentacles, Bless, Blink, Blur, Calm Emotions, Charm, Chill Touch, Chromatic Wall, Circle of Protection, Clairaudience, Clairvoyance, Cloak of Colors, Collective Transposition, Color Spray, Command, Comprehend Language, Confusion, Continual Flame, Crushing Despair, Dancing Lights, Darkness, Darkvision, Daze, Deafness, Death Knell, Death Ward, Detect Alignment, Detect Magic, Detect Scrying, Dimension Door, Dimensional Anchor, Dimensional Lock, Disappearance, Discern Lies, Discern Location, Dispel Magic, Dominate, Dream Council, Dream Message, Dreaming Potential, Duplicate Foe, Energy Aegis, Enthrall, Ethereal Jaunt, Faerie Fire, False Life, False Vision, Fear, Feeblemind, Fly (Spell), Forbidding Ward, Foresight, Gaseous Form, Gentle Repose, Ghost Sound, Ghostly Weapon, Ghoulish Cravings, Glibness, Globe of Invulnerability, Glyph of Warding, Grim Tendrils, Hallucination, Hallucinatory Terrain, Haste, Heroism, Hideous Laughter, Humanoid Form, Hypercognition, Hypnotic Pattern, Illusory Disguise, Illusory Object, Invisibility Sphere, Invisibility, Item Facade, Knock, Know Direction, Levitate, Light, Locate, Lock, Mage Armor, Mage Hand, Magic Aura, Magic Missile, Magic Mouth, Magic Weapon, Magnificent Mansion, Mariner's Curse, Mask of Terror, Maze, Mending, Message, Mind Blank, Mind Probe, Mind Reading, Mindlink, Mirror Image, Misdirection, Mislead, Modify Memory, Nightmare, Nondetection, Outcast's Curse, Overwhelming Presence, Paranoia, Phantasmal Calamity, Phantasmal Killer, Phantom Pain, Phantom Steed, Plane Shift, Possession (Spell), Prestigitation, Prismatic Sphere, Prismatic Spray, Prismatic Wall, Private Sanctum, Project Image, Protection, Prying Eye, Ray of Enfeeblement, Read Aura, Read Omens, Remove Curse, Remove Fear, Remove Paralysis, Repulsion, Resilient Sphere, Resist Energy, Resplendent Mansion, Restoration, Restore Senses, Retrocognition, Reverse Gravity, Rope Trick, Sanctuary, Scintillating Pattern, Scrying, Secret Page, See Invisibility, Sending, Shadow Blast, Shadow Siphon, Shadow Walk, Shatter, Shield, Sigil, Silence, Sleep, Slow, Soothe, Sound Burst, Spectral Hand, Spell Immunity,

Non-Occult spells that can be duplicated: Acid Arrow, Acid Splash, Aerial Form, Air Bubble, Air Walk, Anathematic Reprisal, Animal Form, Animal Messenger, Animal Vision, Ant Haul, Baleful Polymorph, Barkskin, Blade Barrier, Breath of Life, Burning Hands, Chain Lightning, Chilling Darkness, Cloudkill, Cone of Cold, Contingency, Control Water, Create Food, Create Water, Creation, Crisis of Faith, Detect Poison, Dinosaur Form, Disintegrate, Disrupt Undead, Disrupting Weapons, Divine Decree, Divine Lance, Divine Vessel, Divine Wrath, Dragon Form, Drop Dead, Earthbind, Eclipse Burst, Electric Arc, Elemental Form, Endure Elements, Enhance Victuals, Enlarge, Entangle, Feather Fall, Feet to Fins, Field of Life, Fiery Body, Finger of Death, Fire Seeds, Fire Shield, Fireball, Flame Strike, Flaming Sphere, Fleet Step, Flesh to Stone, Floating Disk, Freedom of Movement, Glitterdust, Goblin Pox, Grease, Gust of Wind, Harm, Heal, Holy Cascade, Hydraulic Torrent, Illusory Creature, Insect Form, Jump, Lightning Bolt, Longstrider, Magic Fang, Meld into Stone, Moon Frenzy, Negate Aroma, Obscuring Mist, Pass Without Trace, Passwall, Pest Form, Plant Form, Power Word Blind, Produce Flame, Purify Food and Drink, Purple Worm Sting, Raise Dead, Ray of Frost, Regenerate, Remove Disease, Righteous Might, Sanctified Ground, Searing Light, Shape Stone, Shape Wood, Shield Other, Shillelagh, Shocking Grasp, Shrink Item, Shrink, Solid Fog, Speak With Animals, Speak With Plants,

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Amphibious

25th July 2020 at 4:48pm
Trait

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours.

These creatures often have a swim Speed.

Their bludgeoning and slashing unarmed Strikes don’t take the usual –2 penalty for being underwater.

Anathematic Reprisal

10th July 2020 at 8:39pm
Concentrate Divine Enchantment Manipulate Mental Somatic Spell Verbal
Level4
ComponentsSomatic, Verbal
Cast Time
Range30 Feet
Area
TargetTriggering Creature
SaveWill
Duration

You punish a creature that transgresses against your deity, drawing upon the anguish you feel upon seeing one of your deity’s anathema committed.

You can cast this spell only when a creature actively commits a unique act of anathema. For example, if creating undead were anathema to your deity, you could use anathematic reprisal on a necromancer who had just created undead in front of you, but not on an undead creature just for existing.

You deal 4d6 mental damage to the target, but a basic Will save can reduce this damage. If it fails, it is also stupefied 1 for 1 round.

The creature is then temporarily immune for 1 minute.

Heightened (+1) The damage increases by 1d6.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Ancestral Paragon

29th June 2020 at 8:35pm
Feat General

Whether through instinct, study, or magic, you feel a deeper connection to your ancestry.

You gain a 1st-level Ancestry Feat.

Feat Type General
Level3

Angel

25th July 2020 at 4:47pm
Trait

This family of celestials is native to the plane of Nirvana.

Most angels are neutral good, have Darkvision, and have a weakness to Evil damage.

Animal

25th July 2020 at 4:47pm
Trait

An animal is a creature with a relatively low intelligence.

It typically doesn’t have an Intelligence modifier above –4, can’t speak languages, and can’t be trained in Intelligence-based skills.

Animal Form

25th July 2020 at 5:42pm
Concentrate Manipulate Polymorph Primal Somatic Spell Transmutation Verbal

You call upon primal energy to transform yourself into a Medium animal battle form.

When you first cast this spell, choose ape, bear, bull, canine, cat, deer, frog, shark, or snake. You can decide the specific type of animal (such as lion or snow leopard for cat), but this has no effect on the form’s Size or statistics.

While in this form, you gain the Animal trait.

You can Dismiss the spell.

You gain the following statistics and abilities regardless of which battle form you choose:

  • AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction.
  • 5 temporary Hit Points.
  • Low-Light Vision and imprecise scent 30 feet.
  • One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can use. You’re trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the Enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
  • Athletics modifier of +9, unless your own modifier is higher.

You also gain specific abilities based on the type of animal you choose:

  • Ape Speed 25 feet, climb Speed 20 feet; Melee [one-action] fist, Damage 2d6 bludgeoning.
  • Bear Speed 30 feet; Melee [one-action] jaws, Damage 2d8 piercing; Melee [one-action] claw (agile), Damage 1d8 slashing.
  • Bull Speed 30 feet; Melee [one-action] horn, Damage 2d8 piercing.
  • Canine Speed 40 feet; Melee [one-action] jaws, Damage 2d8 piercing.
  • Cat Speed 40 feet; Melee [one-action] jaws, Damage 2d6 piercing; Melee [one-action] claw (agile), Damage 1d10 slashing.
  • Deer Speed 50 feet; Melee [one-action] antler, Damage 2d6 piercing.
  • Frog Speed 25 feet, swim Speed 25 feet; Melee [one-action] jaws, Damage 2d6 bludgeoning; Melee [one-action] tongue (reach 15 feet), Damage 2d4 bludgeoning.
  • Shark swim Speed 35 feet; Melee [one-action] jaws, Damage 2d8 piercing; breathe underwater but not in air.
  • Snake Speed 20 feet, climb Speed 20 feet, swim Speed 20 feet; Melee [one-action] fangs, Damage 2d4 piercing plus 1d6 poison.

Heightened (3rd) You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and Athletics +14.

Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.

Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Animal Messenger

10th July 2020 at 8:41pm
Concentrate Manipulate Material Primal Somatic Spell Verbal
Level2
ComponentsMaterial, Somatic, Verbal
Cast Time1 minute
Range120 feet
Area
Target
Save
DurationUntil delivered

You offer a gift of food, and an ordinary Tiny wild animal within range approaches to eat it.

You imprint the image, direction, and distance of an obvious place or landmark well known to you within the animal.

Optionally, you can attach a small object or note up to light Bulk to it.

The animal does its best to reach the destination; if it makes it there, it waits nearby until the duration expires, allowing other nonhostile creatures to approach it and remove the attached object.

If there are no Tiny wild animals in range, the spell is lost.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Animal Rage

25th July 2020 at 5:42pm
Action Barbarian Class Concentrate Feat Instinct Polymorph Primal Rage Transmutation

Prerequisites Animal Instinct.

You transform into your animal.

You gain the effects of the 3rd-level Animal Form spell except you use your own statistics, temporary Hit Points, and unarmed attacks instead of those granted by animal form.

You also retain the constant abilities of your gear.

If your animal is a frog, your tongue’s reach increases to 15 feet.

Dismissing the transformation gains the Rage trait.

Actions 1
Free Hands
Skill
Defense
Tool
Sub-actions
Feat Type Class
Level8
ClassBarbarian
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
PrimalThis spell can be identified using Nature.
RageYou have to be raging to use this.

Animal Skin

23rd July 2020 at 11:01pm
Barbarian Class Feat Instinct Morph Primal Transmutation

Prerequisites Animal Instinct.

Your proficiency in unarmored defense increases to expert.

While you are raging and unarmored, your skin transforms into a thick hide resembling your animal’s skin. You gain a +1 status bonus to AC instead of taking a –1 penalty to AC; if you have the Greater Juggernaut class feature, this status bonus increases to +2.

The thickness of your hide gives you a Dexterity modifier cap to your AC of +3.

Feat Type Class
Level6
ClassBarbarian
PrimalThis spell can be identified using Nature.

Animal Vision

10th July 2020 at 8:48pm
Concentrate Divination Manipulate Material Mental Primal Somatic Spell Verbal
Level3
ComponentsMaterial, Somatic, Verbal
Cast Time1 minute
Range120 feet
Area
Target1 animal
SaveWill
Duration1 hour

You tap into the target's senses, allowing you to see, hear, and otherwise sense whatever it senses for the spell's duration.

If the target wishes to prevent you from doing so, it can attempt a Will save, negating the spell on a success, but most animals don't bother to do so.

While tapping into the target's senses, you can't use your own body's senses, but you can change back and forth from your body's senses to the target's senses using a single action, which has the Concentrate trait.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Ant Haul

10th July 2020 at 8:49pm
Arcane Concentrate Manipulate Primal Somatic Spell Transmutation Verbal
Level1
ComponentsSomatic, Verbal
Cast Time
RangeTouch
Area
Target1 creature
Save
Duration8 hours

You reinforce the target's musculoskeletal system to bear more weight.

The target can carry 3 more Bulk than normal before becoming encumbered and up to a maximum of 6 more Bulk.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Antimagic Field

10th July 2020 at 8:47pm
Abjuration Arcane Concentrate Divine Manipulate Material Occult Rare Somatic Spell Verbal
Level8
ComponentsSomatic, Verbal, Material
Cast Time
Range
Area10 foot emanation
Target
Save
DurationSustained up to 1 minute

You repel all magic from the target area, preventing spells and other magic from functioning.

Spells can't penetrate the area, magic items cease to function within it, and no one inside can cast spells or use magic abilities.

Likewise, spells such as Dispel Magic can't affect the field itself unless they are of a higher level.

Magic effects resume the moment they pass outside the field. For example, a ray fired from one side of the field could target a creature on the other side (as long as caster and target are both outside the field). A summoned creature winks out of existence but reappears if the field moves or ends. Invested magic items cease to function, but they remain invested and resume functioning when they exit the field.

The ability boost from an apex item isn't suppressed within the field.

Spells of a higher level than the antimagic field overcome its effects, and can even be cast by a creature within the field.

The field disrupts only magic, so a +3 longsword still functions as a longsword.

Magically created creatures (such as golems) function normally within an antimagic field.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
RareYou can't gain this unless a plot gives it to you.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Aquatic

25th July 2020 at 4:48pm
Trait

Aquatic creatures are at home underwater.

Their bludgeoning and slashing unarmed Strikes don’t take the usual –2 penalty for being underwater.

Aquatic creatures can breathe water but not air.

Aquatic Ambush

27th June 2020 at 7:29pm
Action

Requirements The monster is hiding in water and a creature that hasn’t detected it is within the listed number of feet.

The monster moves up to its swim Speed + 10 feet toward the triggering creature, traveling on water and on land.

Once the creature is in reach, the monster makes a Strike against it. The creature is Flat-Footed against this Strike.

Actions 1
Free Hands
Skill
Defense
Tool
Sub-actions

Aquatic Combat

27th July 2020 at 12:17am
Rule

Use these rules for battles in water or underwater:

  • You’re Flat-Footed unless you have a swim Speed.
  • You gain resistance 5 to Acid and Fire .
  • You take a –2 circumstance penalty to melee slashing or bludgeoning attacks that pass through water.
  • Ranged attacks that deal bludgeoning or slashing damage automatically miss if the attacker or target is underwater, and piercing ranged attacks made by an underwater creature or against an underwater target have their range increments halved.
  • You can’t cast fire spells or use actions with the Fire trait underwater.
  • At the GM’s discretion, some ground-based actions might not work underwater or while floating.
  • As written, Electricity effects do not conduct differently through water.
AmphibiousAquatic CombatRemoves -2 penalty on bludgeoning and slashing unarmed strikes.
AquaticAquatic CombatRemoves -2 penalty for bludgeoning and slashing unarmed Strikes.
Underwater MarauderAquatic CombatNot flat-footed and ignore penalties for bludgeoning/slashing.

Arcana

20th July 2020 at 11:02pm
Skill

Key Ability Intelligence.

Arcana measures how much you know about arcane magic and creatures.

Actions for this skill:

Feats for this skill:

IntelligenceArcanaKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.

Arcane

27th July 2020 at 12:08am
Tradition

Arcane spellcasters use logic and rationality to categorize the magic inherent in the world around them.

Because of its far-reaching approach, the arcane tradition has the broadest spell list, though it’s generally poor at affecting the spirit or the soul.

Wizards are the most iconic arcane spellcasters, poring over tomes and grimoires, though arcane Sorcerers study the secrets of their blood to unlock the power within themselves.

Cantrips

Level 1 Arcane Spells

Level 2 Arcane Spells

Level 3 Arcane Spells

Level 4 Arcane Spells

Level 5 Arcane Spells

Level 6 Arcane Spells

Level 7 Arcane Spells

Level 8 Arcane Spells

Level 9 Arcane Spells

Level 10 Arcane Spells

Arcane Sense

26th July 2020 at 12:51am
Feat General Skill

Prerequisites Trained in Arcana.

Your study of magic allows you to instinctively sense its presence.

You can cast 1st-level Detect Magic at will as an arcane innate spell.

If you’re a master in Arcana, the spell is heightened to 3rd level.

If you’re legendary, it is heightened to 4th level.

Feat Type Skill
Level1
SkillArcana
RequirementT

Archon

25th July 2020 at 4:49pm
Trait

Members of this family of celestials are the protectors of Heaven and are lawful good.

They have Darkvision and a weakness to evil damage.

Armor Assist

30th July 2020 at 1:20am
Feat General Skill

After your service aiding armored combatants, you are practiced in helping yourself and others don heavy gear.

You can attempt an Athletics or Warfare Lore check with a DC determined by the GM (but usually 15 for common armor, DC 20 for uncommon armor, and DC 25 for rare armor) to halve the time you take to don armor.

You can halve an ally’s time to don armor by working with them to don the armor and succeeding at an Athletics or Warfare Lore check against the same DC.

Feat Type Skill
Level1
SkillAthletics Warfare Lore
RequirementT

Armor Proficiency

30th June 2020 at 9:37am
Feat General

You become trained in Light Armor. If you already were trained in light armor, you gain training in Medium Armor. If you were trained in both, you become trained in Heavy Armor.

You can select this feat more than once. Each time, you become trained in the next type of armor above.

Feat Type General
Level1

Arrest a Fall

25th July 2020 at 3:14pm
Action Reaction

Trigger You fall.

Requirements You have a fly Speed.

You attempt an Acrobatics check to slow your fall. The DC is typically 15, but it might be higher due to air turbulence or other circumstances.

Critical Success
SuccessYou fall gently, taking no damage from the fall.
Failure
Critical Failure
Actions Reaction
Free Hands
SkillAcrobatics 
Defense
Tool
Sub-actions
AcrobaticsArrest a Fall
DexterityAcrobaticsKey ability for this skill.
ClumsyDexterityGives status penalty to Dexterity equal to condition value.
FrightenedDexterityReduces all checks and DCs.
SickenedDexterityReduces Dexterity by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.

Assist Recovery

26th June 2020 at 5:51pm

You can take steps to help yourself recover from Persistent Damage, or an ally can help you, allowing you to attempt an additional flat check before the end of your turn.

This is usually an activity requiring 2 actions, and it must be something that would reasonably improve your chances (as determined by the GM). For example, you might try to smother a flame, wash off acid, or use Medicine to Administer First Aid to stanch bleeding. This allows you to attempt an extra flat check immediately.

The GM decides how your help works, using the following examples as guidelines.

  • Reduce the DC of the flat check to 10 for a particularly appropriate type of help, such as dousing you in water to put out flames.
  • Automatically end the condition due to the type of help, such as healing that restores you to your maximum HP to end persistent bleed damage, or submerging yourself in a lake to end persistent fire damage.
  • Alter the number of actions required to help you if the means the helper uses are especially efficient or remarkably inefficient.

Assurance

30th June 2020 at 9:40am
Feat Fortune General Skill

Prerequisite Trained in at least one skill.

Even in the worst circumstances, you can perform basic tasks.

Choose a skill you’re trained in.

You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).

This includes not applying situational circumstance, status, and item modifiers.

You can select this feat multiple times. Each time, choose a different skill and gain the benefits for that skill.

Feat Type Skill
Level1
Skill
Requirement
FortuneDoesn't stack with other Fortune effects, and cancels with Misfortune.

Astral

25th July 2020 at 4:49pm
Trait

Astral creatures are native of the Astral Plane.

They can survive the basic environmental effects of the Astral Plane.

Athletics

2nd July 2020 at 11:23pm
Skill

Key Ability Strength.

Athletics allows you to perform deeds of physical prowess. When you use the Escape basic action, you can use your Athletics modifier instead of your unarmed attack modifier.

Actions for this skill:

Feats for this skill:

StrengthAthleticsKey ability for this skill.
EnfeebledStrengthReduces Strength by the condition value.
SickenedStrengthReduces Strength by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.

Attach a Weapon

20th July 2020 at 11:05pm
Action Exploration Implied

An attached weapon can be affixed to an item with 10 minutes of work and a successful DC 10 Crafting check; this includes the time needed to remove the weapon from a previous item, if necessary.

Actions
Free Hands
SkillCrafting 
Defense
Tool
Sub-actions
ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).
CraftingAttach a Weapon
IntelligenceCraftingKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.

Attached

7th July 2020 at 12:35am
Weapon Trait

An attached weapon must be combined with another piece of gear to be used. The trait lists what type of item the weapon must be attached to.

You must be wielding or wearing the item the weapon is attached to in order to attack with it.

For example, shield spikes are attached to a shield, allowing you to attack with the spikes instead of a shield bash, but only if you’re wielding the shield.

An attached weapon is usually bolted onto or built into the item it’s attached to, and typically an item can have only one weapon attached to it.

An attached weapon can be affixed to an item with 10 minutes of work and a successful DC 10 Crafting check; this includes the time needed to remove the weapon from a previous item, if necessary.

If an item is destroyed, its attached weapon can usually be salvaged.

Attack

27th June 2020 at 11:47pm
Trait

Actions with the Attack trait can affect and be affected by your Multiple Attack Penalty.

You can't use an Open action after an Attack action in the same turn.

Calm EmotionsAttack-1 status for the duration on a failed save.
Gaseous FormAttackPrevents attacking.

Attack of Opportunity

23rd July 2020 at 11:04pm
Action Reaction

Trigger A creature within the monster’s reach uses a Manipulate action or a Move action, makes a ranged attack, or leaves a square during a move action it’s using.

The creature attempts a melee Strike against the triggering creature.

If the attack is a critical hit and the trigger was a Manipulate action, the creature disrupts that action.

This Strike doesn’t count toward the user’s Multiple Attack Penalty, and its multiple attack penalty doesn’t apply to this Strike.

Actions Reaction
Free Hands
Skill
Defense
Tool
Sub-actionsStrike

Auditory

29th June 2020 at 8:21pm
Trait

Auditory spells rely on sound.

A spell with the auditory trait has its effect only if the target can hear it.

This is different from a sonic effect, which still affects targets who can’t hear it (such as deaf targets) as long as the effect makes sound.

Being Deafened grants immunity to Auditory effects.

Augury

18th July 2020 at 10:15pm
Concentrate Divination Divine Manipulate Material Occult Reaction Somatic Spell Verbal
Level2
ComponentsMaterial, Somatic, Verbal
Cast Time10 minutes
Range
Area
Target
Save
Duration

You gain a vague glimpse of the future.

During the casting of this spell, ask about the results of a particular course of action.

The spell can predict results up to 30 minutes into the future and reveals the GM’s best guess among the following outcomes:

  • Weal The results will be good.
  • Woe The results will be bad.
  • Weal and Woe The results will be a mix of good and bad.
  • Nothing There won’t be particularly good or bad results.

The GM rolls a secret DC 6 flat check. On a failure, the result is always “nothing.” This makes it impossible to tell whether a “nothing” result is accurate.

If anyone asks about the same topic as the first casting of augury during an additional casting, the GM uses the secret roll result from the first casting. If circumstances change, though, it’s possible to get a different result.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Aura

27th June 2020 at 7:32pm
Ability

An aura automatically affects everything within a specified Emanation around the user.

The user doesn’t need to spend actions on the aura.

The aura’s effects are applied at specific times, such as when a creature ends its turn in the aura or when creatures enter the aura.

If an aura does nothing but deal damage, its entry lists only the radius, damage, and saving throw. Such auras deal this damage to a creature when the creature enters the aura and when a creature starts its turn in the aura. A creature can take damage from the aura only once per round.

The GM might determine that a monster’s aura doesn’t affect its own allies. For example, a creature might be immune to a monster’ Frightful Presence if they have been around each other for a long time.

Automatic Knowledge

26th July 2020 at 12:52am
Feat General Skill

Prerequisites Expert in a skill with the Recall Knowledge action, Assurance in that skill.

You know basic facts off the top of your head.

Choose a skill you’re an expert in that has the Recall Knowledge action and for which you have the Assurance feat.

You can use the Recall Knowledge action with that skill as a free action once per round. If you do, you must use Assurance on the skill check.

You can select this feat multiple times, choosing a different skill each time.

You can use Automatic Knowledge with any skills you have chosen, but you can still use Automatic Knowledge only once per round.

Feat Type Skill
Level2
Skill
Requirement

Avatar

18th July 2020 at 10:15pm
Concentrate Divine Manipulate Polymorph Somatic Spell Transmutation Verbal
Level10
ComponentsSomatic, Verbal
Cast Time
Range
Area
Target
Save
Duration1 minute

You transform into an avatar of your deity, assuming a Huge battle form. You must have space to expand or the spell is lost.

You have hands in this battle form and can take Manipulate actions.

You can Dismiss this spell.

You gain the following statistics and abilities regardless of which deity’s battle form you assume:

  • AC = 25 + your level. Ignore your armor’s check penalty and Speed reduction.
  • 30 temporary Hit Points.
  • Darkvision.
  • One or more attacks specific to your deity’s battle form, which are the only attacks you can use. You’re trained with them. Your attack modifier is +33, and you use the listed damage. Melee attacks are Strength based (for the purposes of the Enfeebled condition, for example) unless they have the Finesse trait, and all ranged attacks are Dexterity based. Attacks that deal positive or negative damage don’t heal creatures.
  • Athletics modifier of +35, unless your own is higher.

You also gain the specific abilities listed for your deity below:

  • Abadar Speed 50 feet, burrow Speed 30 feet, immune to immobilized; Ranged [one-action] crossbow (range increment 120 feet, reload 1), Damage 6d10+3 piercing.
  • Asmodeus Speed 70 feet, air walk; Melee [one-action] mace (reach 15 feet), Damage 6d10+6 bludgeoning; Ranged [one-action] hellfire (range 120 feet), Damage 6d6+3 fire.
  • Calistria Speed 30 feet, fly Speed 70 feet; Melee [one‑action] whip (disarm, finesse, nonlethal, reach 20 feet), Damage 6d4+6 slashing; Ranged [one-action] savored sting (range 60 feet), Damage 6d6+3 poison.
  • Cayden Cailean Speed 70 feet, air walk, ignore difficult terrain and greater difficult terrain; Melee [one-action] rapier (deadly, reach 15 feet), Damage 6d6+6 piercing; Ranged [one-action] ale splash (range 120 feet), Damage 6d6+3 poison.
  • Desna Speed 30 feet, fly Speed 70 feet; Melee [one-action] starknife (agile, deadly, finesse, reach 15 feet, silver, thrown 60 feet), Damage 6d4+6 piercing; Ranged [one-action] moonbeam (range 120 feet, silver), Damage 6d6+3 fire.
  • Erastil Speed 70 feet, air walk, ignore difficult terrain and greater difficult terrain; Ranged [one-action] longbow (deadly d8, range increment 150 feet), Damage 6d8+3 piercing.
  • Gorum Speed 70 feet, immune to immobilized; Melee [one-action] greatsword (versatile P, reach 15 feet), Damage 6d12+6 slashing.
  • Gozreh no land Speed, fly Speed 70 feet, swim Speed 70 feet; ignore difficult terrain and greater difficult terrain; Melee [one-action] waves (bull rush, reach 15 feet, thrown 20 feet), Damage 6d8+6 bludgeoning; Ranged [one-action] wind (versatile electricity, range 120 feet), Damage 6d6+3 bludgeoning.
  • Iomedae Speed 70 feet, air walk; shield (15 Hardness, can’t be damaged); Melee [one-action] longsword (versatile P, reach 15 feet), Damage 6d8+6 slashing.
  • Irori Speed 80 feet, air walk; Melee [one-action] unfettered strike (agile, versatile P or S, finesse, reach 15 feet), Damage 6d8+6 bludgeoning; Ranged [one-action] wind strike (range 60 feet), Damage 6d4+6 bludgeoning.
  • Lamashtu Speed 30 feet, fly Speed 70 feet; Melee [one‑action] falchion (forceful, reach 15 feet), Damage 6d10+6 slashing; Ranged [one-action] waters of Lamashtu (range 120 feet), Damage 6d6+3 poison.
  • Nethys Speed 70 feet, air walk; Ranged [one-action] raw magic (range 120 feet; versatile cold, electricity, or fire), Damage 6d6 force.
  • Norgorber Speed 70 feet, air walk, ignore difficult terrain and greater difficult terrain; Melee [one-action] shortsword (agile, finesse, versatile S, reach 15 feet), Damage 6d6+6 piercing; Ranged [one-action] blackfinger toss (range 120 feet), Damage 6d6+3 poison.
  • Pharasma Speed 70 feet, air walk; Melee [one-action] dagger (agile, finesse, reach 15 feet, thrown 40 feet), Damage 6d6+6 slashing; Ranged [one-action] spiral blast (range 120 feet, damages only undead), Damage 6d8+3 positive.
  • Rovagug Speed 50 feet, burrow Speed 30 feet, immune to immobilized; Melee [one-action] jaws (reach 15 feet), Damage 6d12+6 piercing; Melee [one-action] leg (agile, versatile P, reach 15 feet), Damage 6d8+6 bludgeoning.
  • Sarenrae Speed 30 feet, fly Speed 70 feet; Melee [one-action] scimitar (forceful, nonlethal, reach 15 feet), Damage 6d6+6 slashing; Ranged [one-action] everflame (nonlethal, range 120 feet), Damage 6d6+3 fire.
  • Shelyn Speed 70 feet, air walk, ignore difficult terrain and greater difficult terrain; Melee [one-action] glaive (deadly d8, nonlethal, reach 20 feet), Damage 6d8+6 slashing; Ranged [one-action] melody of inner beauty, (nonlethal, range 120 feet), Damage 6d6+3 sonic.
  • Torag Speed 50 feet, burrow Speed 30 feet, immune to immobilized; shield (15 Hardness, can’t be damaged); Melee [one-action] warhammer (bull rush, reach 15 feet), Damage 6d8+6 bludgeoning.
  • Urgathoa Speed 70 feet, air walk; Melee [one-action] scythe (deadly d10, trip, reach 15 feet), Damage 6d10+6 slashing; Ranged [one-action] pallid plague (range 120 feet), Damage 6d6+3 negative.
  • Zon-Kuthon Speed 70 feet, air walk, ignore difficult terrain and greater difficult terrain; Melee [one-action] spiked chain (disarm, trip, reach 15 feet), Damage 6d8+6 slashing; Ranged [one-action] midnight pain (mental, nonlethal, range 120 feet), Damage 6d6+3 mental.

The special statistics of a battle form can be adjusted only by circumstance bonuses, status bonuses, and penalties.

You can't cast spells, speak, or use Manipulate actions that require hands in your battle form.

Your gear is absorbed into you; the constant abilities of your gear still function, but you can’t activate any items.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Avert Gaze

4th July 2020 at 7:16pm
Action

You avert your gaze from danger.

You gain a +2 circumstance bonus to saves against Visual abilities that require you to look at a creature or object, such as a Medusa’s petrifying gaze.

Your gaze remains averted until the start of your next turn.

Actions 1
Free Hands
Skill
Defense
Tool
Sub-actions

Avoid Notice

18th July 2020 at 10:33pm
Activity Exploration

You attempt a Stealth check to avoid notice while traveling at half speed.

If you have the Swift Sneak feat, you can move at full Speed rather than half, but you still can’t use another exploration activity while you do so.

If you have the Legendary Sneak feat, you can move at full Speed and use a second exploration activity.

If you’re Avoiding Notice at the start of an encounter, you usually roll a Stealth check instead of a Perception check both to determine your initiative and to see if the enemies notice you (based on their Perception DCs, as normal for Sneak, regardless of their initiative check results).

ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).
Foil SensesAvoid NoticeAlways allowing for special senses.
Terrain StalkerAvoid NoticeCan approach creatures stealthily in preferred terrain.

Azata

25th July 2020 at 4:50pm
Trait

This family of celestials is native to Elysium.

They are chaotic good and have Darkvision and a weakness to evil and cold iron.

Backstabber

7th July 2020 at 12:36am
Weapon Trait

When you hit a Flat-Footed creature, this weapon deals 1 precision damage in addition to its normal damage.

The precision damage increases to 2 if the weapon is a +3 weapon.

Backswing

19th July 2020 at 6:02pm
Weapon Trait

You can use the momentum from a missed attack with this weapon to lead into your next attack.

After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn.

Balance

25th July 2020 at 3:47pm
Action Move Untrained

Requirements You are in a square that contains a narrow surface, uneven ground, or another similar feature.

You move across a narrow surface or uneven ground, attempting an Acrobatics check against its Balance DC.

You are Flat-Footed while on a narrow surface or uneven ground unless you have Steady Balance.

Critical SuccessYou move up to your Speed.
SuccessYou move up to your Speed, treating it as Difficult Terrain (every 5 feet costs 10 feet of movement).
FailureYou must remain stationary to keep your balance (wasting the action) or you fall. If you fall, your turn ends.
Critical FailureYou fall and your turn ends.

If you have Steady Balance, then whenever you roll a success using the Balance action, you get a critical success instead.

Actions 1
Free Hands
SkillAcrobatics 
Defense
Tool
Sub-actions
Steady BalanceBalancePromotes hits to crits.
AcrobaticsBalance
DexterityAcrobaticsKey ability for this skill.
ClumsyDexterityGives status penalty to Dexterity equal to condition value.
FrightenedDexterityReduces all checks and DCs.
SickenedDexterityReduces Dexterity by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.

Baleful Polymorph

18th July 2020 at 10:17pm
Concentrate Incapacitation Manipulate Polymorph Somatic Spell Transmutation Verbal
Level6
ComponentsSomatic, Verbal
Cast Time
Range30 feet
Area
Target1 Creature
SaveFortitude
DurationBased on save

You transform the target creature into a harmless animal appropriate to the area, with effects based on its Fortitude save.

Incapacitation effect: All targets of more than twice the spell level use the result one better than the save they rolled.

Critical SuccessThe target is unaffected.
SuccessThe target’s body gains minor features of the harmless animal. Its insides churn as they partially transform, causing it to be Sickened 1. When it recovers from the sickened condition, its features revert to normal.
FailureThe target transforms for 1 minute but keeps its mind. If it spends all its actions on its turn concentrating on its original form, it can attempt a Will save to end the effect immediately.
Critical FailureThe target is transformed into the chosen harmless animal, body and mind, for an unlimited duration.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IncapacitationThis has reduced effect against creatures of higher level.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Bane

18th July 2020 at 10:26pm
Concentrate Divine Enchantment Manipulate Mental Occult Somatic Spell Verbal
Level1
ComponentsSomatic, Verbal
Cast Time
Range
Area5 foot Emanation
TargetEnemies in the area
SaveWill
Duration1 minute

You fill the minds of your enemies with doubt.

Targets that fail their Will saves take a –1 status penalty to attack rolls as long as they are in the area.

Once per turn, starting the turn after you cast bane, you can use a single action, which has the Concentrate trait, to increase the emanation’s radius by 5 feet and force enemies in the area that weren’t yet affected to attempt another saving throw.

Bane can counteract Bless.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Banishment

18th July 2020 at 10:24pm
Abjuration Arcane Concentrate Divine Incapacitation Manipulate Occult Primal Somatic Spell Verbal
Level5
ComponentsSomatic, Verbal
Cast Time
Range30 feet
Area
Target1 creature that isn't on its home plane
SaveWill
Duration

You send the target back to its home plane.

The target must attempt a Will save.

You can spend an extra action while Casting this Spell and add a material component to give the creature a –2 circumstance penalty to its save. The component must be a specially gathered object that is anathema to the creature, and not from a spell component pouch.

This spell fails if you aren’t on your home plane when you cast it.

Heightened (9th) You can target up to 10 creatures. The extra material component affects targets to which it is anathema.

Incapacitation effect: All targets of more than twice the spell level use the result one better than the save they rolled.

Critical SuccessThe target resists being banished and you are Stunned 1.
SuccessThe target resists being banished.
FailureThe target is banished.
Critical FailureThe target is banished and can’t return by any means to the plane it’s banished from for 1 week.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
IncapacitationThis has reduced effect against creatures of higher level.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Barbarian Attack of Opportunity

23rd July 2020 at 11:02pm
Barbarian Class Feat
Feat Type Class
Level6
ClassBarbarian

BardConSub

29th July 2020 at 11:58pm

If you’re a Bard Casting a Spell from the Occult tradition while holding a musical instrument, you can play that instrument to replace any material, somatic, or verbal components the spell requires by using the instrument as a Focus component instead. Cast a Spell gains the Auditory trait if you make this substitution. Unlike the normal rules for a focus component, you can’t retrieve or stow the instrument when making this substitution.

Bargain Hunter

26th July 2020 at 12:52am
Feat General Skill

Prerequisites Trained in Diplomacy.

You can Earn Income using Diplomacy, spending your days hunting for bargains and reselling at a profit.

You can also spend time specifically sniffing out a great bargain on an item; this works as if you were using Earn Income with Diplomacy, except instead of gaining money, you purchase the item at a discount equal to the money you would have gained, gaining the item for free if your earned income equals or exceeds its cost.

If you select Bargain Hunter during character creation at 1st level, you start play with an additional 2 gp.

Feat Type Skill
Level1
SkillDiplomacy
RequirementT

Barkskin

18th July 2020 at 10:28pm
Abjuration Concentrate Manipulate Plant Primal Somatic Spell Verbal
Level2
ComponentsSomatic, Verbal
Cast Time
RangeTouch
Area
Target1 Willing Creature
Save
Duration10 minutes

The target’s skin becomes covered in bark.

The target gains resistance 2 to bludgeoning and piercing damage and weakness 3 to fire.

After the target takes fire damage, it can Dismiss the spell as a free action triggered by taking the damage; doing so doesn’t reduce the fire damage the target was dealt.

Heightened (+2) The resistances increase by 2, and the weakness increases by 3.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Battle Cry

25th July 2020 at 3:23pm
Feat General Skill

Prerequisites Master in Intimidation

When you roll Initiative, you can yell a mighty battle cry and Demoralize an observed foe as a free action.

If you’re legendary in Intimidation, you can use a reaction to Demoralize your foe when you critically succeed at an attack roll.

Feat Type Skill
Level7
SkillIntimidation
RequirementM

Battle Medicine

26th July 2020 at 12:53am
Action Feat General Healing Manipulate Skill

Prerequisites Trained in Medicine.

You can patch up yourself or an adjacent ally, even in combat.

Attempt a Medicine check with the same DC as for Treat Wounds and provide the corresponding amount of healing.

As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank.

The target is then temporarily immune to your Battle Medicine for 1 day.

Actions 1
Free Hands
Skill
Defense
Tool
Sub-actions
Feat Type Skill
Level1
SkillMedicine
RequirementT
ManipulateThis may provoke Attack of Opportunity and other reactions.

BattleFormRestrictions

27th June 2020 at 11:26pm

The special statistics of a battle form can be adjusted only by circumstance bonuses, status bonuses, and penalties.

You can't cast spells, speak, or use Manipulate actions that require hands in your battle form.

Your gear is absorbed into you; the constant abilities of your gear still function, but you can’t activate any items.

BattleFormWithHands

22nd July 2020 at 8:25pm

The special statistics of a battle form can be adjusted only by circumstance bonuses, status bonuses, and penalties.

You can't cast spells, or speak in your battle form.

Your gear is absorbed into you; the constant abilities of your gear still function, but you can’t activate any items.

Beast

25th July 2020 at 4:50pm
Trait

A creature similar to an Animal but with an Intelligence modifier of –3 or higher is usually a beast.

Unlike an animal, a beast might be able to speak and reason.

Bind Soul

18th July 2020 at 10:30pm
Concentrate Divine Evil Manipulate Necromancy Occult Somatic Spell Uncommon Verbal
Level9
ComponentsSomatic, Verbal, Black sapphire with a GP value of at least the target's level * 100
Cast Time
Range30 feet
Area
Target1 creature that died within the last minute
Save
DurationUnlimited

You wrench the target’s soul away before it can pass on to the afterlife and imprison it in a black sapphire.

While the soul is in the gem, the target can’t be returned to life through any means, even powerful magic such as Wish.

If the gem is destroyed or bind soul is Counteracted on the gem, the soul is freed.

The gem has AC 16 and Hardness 10.

A gem can’t hold more than one soul, and any attempt wastes the spell.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
EvilEvil damage harms only good creatures.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Bind Undead

18th July 2020 at 10:32pm
Arcane Concentrate Divine Manipulate Necromancy Occult Somatic Spell Verbal
Level3
ComponentsSomatic, Verbal
Cast Time
Range30 feet
Area
Target1 mindless undead creature with a level no greater than bind undead's spell level
Save
Duration1 day

With a word of necromantic power, you seize control of the target.

It gains the Minion trait.

If you or an ally uses any hostile actions against the target, the spell ends.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Bizarre Magic

25th July 2020 at 3:22pm
Feat General Skill

Prerequisites Master in Occultism.

You can draw upon strange variations in your spellcasting, whether or not you can cast occult spells.

The DCs to Recognize Spells you cast and Identify Magic you use increase by 5.

Feat Type Skill
Level7
SkillOccultism
RequirementM

Black Tentacles

22nd July 2020 at 12:45pm
Arcane Concentrate Conjuration Manipulate Material Occult Somatic Spell Verbal
Level5
ComponentsMaterial, Somatic, Verbal
Cast Time
Range120 feet
Area20-foot Burst adjacent to a flat surface
Target
SaveFortitude
Duration1 minute

Oily black tentacles rise up and attempt to Grapple each creature in the area.

Make spell attack rolls against the Fortitude DC of each creature.

Any creature you succeed against is Grabbed and takes 3d6 bludgeoning damage.

Whenever a creature ends its turn in the area, the tentacles attempt to grab that creature if they haven’t already and they deal 1d6 bludgeoning damage to any creature already grabbed.

The tentacles’ Escape DC is equal to your spell DC.

A creature can attack a tentacle in an attempt to release its grip. Its AC is equal to your spell DC, and it is destroyed if it takes 12 or more damage.

Even if destroyed, additional tentacles continue to grow in the area until the duration ends.

You can Dismiss the spell.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Blade Barrier

19th July 2020 at 5:39pm
Concentrate Divine Evocation Force Manipulate Material Somatic Spell Verbal
Level6
ComponentsMaterial, Somatic, Verbal
Cast Time
Range120 feet
Area
Target
SaveReflex
Duration1 minute

Blades of force form a churning wall.

The wall is a straight line 20 feet high, 120 feet long, and 2 inches thick, and it provides cover.

The wall deals 7d8 force damage to each creature that’s in the wall’s space when it is created, that attempts to pass through the wall, or that ends its turn inside the wall. A basic Reflex save reduces the damage.

A creature that succeeds at this save when the wall is created is pushed to the nearest space on the side of its choice.

Creatures trying to move through the wall fail to do so if they critically fail the save, ending their movement adjacent to the wall.

Heightened (+1) The damage increases by 1d8.

Critical SuccessThe creature takes no damage and passes through the wall. If the wall has just been created, the creature is pushed to an adjacent space either side of it.
SuccessThe creature takes half damage and passes through the wall. If the wall has just been created, the creature is pushed to an adjacent space either side of it.
FailureThe creature takes full damage and passes through the wall.
Critical FailureThe creature takes double damage and ends its movement adjacent to the wall.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Bless

19th July 2020 at 5:41pm
Concentrate Divine Enchantment Manipulate Mental Occult Somatic Spell Verbal

Blessings from beyond help your companions strike true.

You and your allies in the area gain a +1 status bonus to attack rolls.

Once per turn, starting the turn after you cast bless, you can use a single action, which has the Concentrate trait, to increase the emanation’s radius by 5 feet.

Bless can Counteract Bane.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Blinded

20th July 2020 at 9:50pm
Condition

You can’t see.

All normal terrain is Difficult Terrain to you.

You can’t detect anything using vision.

You automatically critically fail Perception checks that require you to be able to see, and if vision is your only precise sense, you take a –4 status penalty to Perception checks.

You are immune to Visual effects.

Blinded overrides Dazzled.

Blindness

19th July 2020 at 5:45pm
Arcane Concentrate Divine Incapacitation Manipulate Necromancy Occult Primal Somatic Verbal
Level3
ComponentsSomatic, Verbal
Cast Time
Range30 feet
Area
Target1 creature
SaveFortitude
DurationVaries

You blind the target.

The effect is determined by the target’s Fortitude save.

The target then becomes temporarily immune for 1 minute.

Incapacitation effect: All targets of higher level than the effect use the result one better than the save they rolled.

Critical SuccessThe target is unaffected.
SuccessThe target is blinded until its next turn begins.
FailureThe target is blinded for 1 minute.
Critical FailureThe target is blinded permanently.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
IncapacitationThis has reduced effect against creatures of higher level.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Blink

19th July 2020 at 6:56pm
Arcane Concentrate Conjuration Manipulate MCIR Occult Somatic Spell Teleportation Verbal
Level4
ComponentsSomatic, Verbal
Cast Time
Range
Area
TargetYou
Save
Duration1 minute

You blink quickly between the Material Plane and the Ethereal Plane.

You gain resistance 5 to all damage (except force).

You can Sustain the Spell to vanish and reappear 10 feet away in a random direction determined by the GM; the movement doesn’t trigger reactions.

At the end of your turn, you vanish and reappear as above.

Heightened (+2) The resistance increases by 3.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Blur

25th July 2020 at 3:43pm
Arcane Concentrate Illusion Manipulate Occult Somatic Spell Verbal Visual

The target’s form appears blurry.

It becomes Concealed.

As the nature of this effect still leaves the target’s location obvious, the target can’t use this concealment to Hide or Sneak.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
VisualThis works only against creatures that can see it and are not Blinded.

Boggard

25th July 2020 at 4:50pm
Trait

Boggards are frog-like humanoids.

They typically have Darkvision.

Bon Mot

30th July 2020 at 1:21am
Action Auditory Concentrate Emotion Feat General Linguistic Mental Skill

You launch an insightful quip at a foe, distracting them.

Choose a foe within 30 feet and roll a Diplomacy check against the target’s Will DC.

Critical SuccessThe target is distracted and takes a -3 status penalty to Perception and Will saves for 1 minute. The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the Concentrate trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a Linguistic Charisma-based skill action.
SuccessAs critical success, but the penalty is -2.
Failure
Critical FailureYour quip is atrocious. You take the same penalty an enemy would take had you succeeded. This ends after 1 minute or if you issue another Bon Mot and succeed.
Actions 1
Free Hands
SkillDiplomacy 
DefenseWill
Tool
Sub-actions
Feat Type Skill
Level1
SkillDiplomacy
RequirementT
AuditoryThis works only against creatures that can hear it and are not Deafened.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
EmotionThis won't work on creatures with mechanical or artificial intillegence.
LinguisticYour target must be able to understand your language.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.

Bonded Animal

30th June 2020 at 4:01pm
Downtime Feat General Skill

Prerequisites Expert in Nature.

You forge strong connections with animals.

You can spend 7 days of downtime trying to bond with a normal animal (not a companion or other special animal).

After this duration, attempt a DC 20 Nature check. If successful, you bond with the animal.

The animal is permanently Helpful to you, unless you do something egregious to break your bond. A helpful animal is easier to direct, as described under Command an Animal.

Bonding with a new animal ends any previous bond you had.

You can’t have both a bonded animal and an animal companion (though you can have both a bonded animal and a familiar).

Feat Type Skill
Level2
SkillNature
RequirementE

Borrow an Arcane Spell

2nd July 2020 at 11:16pm
Action Concentrate Exploration Trained

If you’re an arcane spellcaster who prepares from a spellbook, you can attempt to prepare a spell from someone else’s spellbook.

The GM sets the DC for the check based on the spell’s level and rarity; it’s typically a bit easier than Learning the Spell.

Critical Success
SuccessYou prepare the borrowed spell as part of your normal spell preparation.
FailureYou fail to prepare the spell, but the spell slot remains available for you to prepare a different spell. You can’t try to prepare this spell until the next time you prepare spells.
Critical Failure
Actions
Free Hands
Skill
Defense
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).
TrainedYou must be trained in the relevant skill to use this. Having Untrained Improvisation is not sufficient.

Breath Control

22nd July 2020 at 10:03pm
Feat General

You have incredible breath control, which grants you advantages when air is hazardous or sparse.

You can hold your breath for 25 times as long as usual before Suffocating.

You gain a +1 circumstance bonus to saving throws against inhaled threats, such as inhaled poisons, and if you roll a success on such a saving throw, you get a critical success instead.

Feat Type General
Level1

Breath of Life

19th July 2020 at 7:29pm
Concentrate Divine Healing Necromancy Positive Reaction Spell Verbal
Level5
ComponentsVerbal
Cast Time
Range60 feet
Area
TargetThe triggering creature
Save
Duration

Trigger A living creature in range would die.

Your blessing revives a creature at the moment of its death.

You prevent the target from dying and restore Hit Points to the target equal to 4d8 plus your spellcasting ability modifier.

You can’t use breath of life if the triggering effect was Disintegrate or a Death effect.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Broken

26th June 2020 at 5:24pm
Condition

Broken is a condition that affects objects. An object is broken when damage has reduced its Hit Points below its Broken Threshold. A broken object can’t be used for its normal function, nor does it grant bonuses—with the exception of armor.

Broken armor still grants its item bonus to AC, but it also imparts a status penalty to AC depending on its category: –1 for broken light armor, –2 for broken medium armor, or –3 for broken heavy armor.

A broken item still imposes penalties and limitations normally incurred by carrying, holding, or wearing it. For example, broken armor would still impose its Dexterity modifier cap, check penalty, and so forth.

If an effect makes an item broken automatically and the item has more HP than its Broken Threshold, that effect also reduces the item’s current HP to the Broken Threshold.

Brutal

25th July 2020 at 4:54pm
Weapon Trait

A ranged attack with this trait uses its Strength modifier instead of Dexterity on the attack roll.

Brutal Bully

23rd July 2020 at 11:06pm
Barbarian Class Feat

Prerequisites Expert in Athletics.

You push your foes around and leave bruises.

While raging, when you successfully Disarm, Grapple, Shove, or Trip a foe, you deal that foe bludgeoning damage equal to your Strength modifier; add this to the damage from a critical success to Trip.

Feat Type Class
Level6
ClassBarbarian

Buck

27th June 2020 at 7:33pm
Action Reaction

Most monsters that serve as mounts can attempt to buck off unwanted or annoying riders, but most mounts will not use this reaction against a trusted creature unless the mounts are spooked or mistreated.

Trigger A creature Mounts or uses the Command an Animal action while riding the monster.

The triggering creature must succeed at a Reflex saving throw against the listed DC or fall off the creature and land prone.

If the save is a critical failure, the triggering creature also takes 1d6 bludgeoning damage in addition to the normal damage for the fall.

Actions Reaction
Free Hands
Skill
Defense
Tool
Sub-actions

Bulk

7th July 2020 at 12:33am

Carrying especially heavy or unwieldy items can make it more difficult for you to move, as can overloading yourself with too much gear.

The Bulk value of an item reflects how difficult the item is to handle, representing its size, weight, and general awkwardness.

If you have a high Strength score, you usually don’t need to worry about Bulk unless you’re carrying numerous substantial items.

You can carry an amount of Bulk equal to 5 plus your Strength modifier without penalty; if you carry more, you gain the Encumbered condition. You can’t hold or carry more Bulk than 10 plus your Strength modifier.

Items can have a number to indicate their Bulk value, or they can be light (indicated by an L) or negligible (indicated by a —) for the purpose of determining Bulk. For instance, full plate armor is 4 Bulk, a longsword is 1 Bulk, a dagger or scroll is light, and a piece of chalk is negligible.

Ten light items count as 1 Bulk, and you round down fractions (so 9 light items count as 0 Bulk, and 11 light items count as 1 Bulk).

Items of negligible Bulk don’t count toward Bulk unless you try to carry vast numbers of them, as determined by the GM.

As a general rule, an item that weighs 5 to 10 pounds is 1 Bulk, an item weighing less than a few ounces is negligible, and anything in between is light.

Particularly awkward or unwieldy items might have higher Bulk values. For example, a 10-foot pole isn’t heavy, but its length makes it difficult for you to move while you have one on your person, so its Bulk is 1. Items made for larger or smaller creatures have greater or lesser Bulk.

Hefty HaulerBulkYour bulk limits increase by 2.

Burning Hands

19th July 2020 at 7:31pm
Arcane Concentrate Evocation Fire Manipulate Primal Somatic Spell Verbal
Level1
ComponentsSomatic Verbal
Cast Time
Range
Area15 foot Cone
Target
SaveReflex
Duration

Gouts of flame rush from your hands.

You deal 2d6 fire damage to creatures in the area.

Heightened (+1) The damage increases by 2d6.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
FireYou can't use this underwater.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Burrow

4th July 2020 at 7:17pm
Action Move

Requirements You have a burrow Speed.

You dig your way through dirt, sand, or a similar loose material at a rate up to your burrow Speed.

You can’t burrow through rock or other substances denser than dirt unless you have an ability that allows you to do so.

Actions 1
Free Hands
Skill
Defense
Tool
Sub-actions

Burst

24th July 2020 at 11:46pm
Area

A burst effect issues forth in all directions from a single corner of a square within the range of the effect, spreading in all directions to a specified radius.

For instance, when you cast fireball, it detonates at the corner of a square within 500 feet of you and creates a 20-foot burst, meaning it extends out 20 feet in every direction from the corner of the square you chose, affecting each creature whose space (or even one square of its space) is within the burst.

Squares should be measured in the standard way, with every other diagonal square measured as 10'. Bursts are approximately circular, not square.

Calculated Splash

23rd July 2020 at 7:49pm
Alchemist Class Feat

You have calculated all the angles to maximize a bomb’s splash.

When you throw an alchemical bomb with the Splash trait, you can cause the bomb to deal splash damage equal to your Intelligence modifier (minimum 0) instead of the normal amount.

Feat Type Class
Level4
ClassAlchemist

Caligni

25th July 2020 at 4:51pm
Trait

These subterranean people have Darkvision, and some have powers to create darkness.

Calm Emotions

20th July 2020 at 11:11pm
Concentrate Divine Emotion Enchantment Incapacitation Manipulate Mental Occult Somatic Spell Verbal
Level2
ComponentsSomatic, Verbal
Cast Time
Range120 feet
Area10 foot Burst
Target
SaveWill
DurationSustained up to 1 minute

You forcibly calm creatures in the area, soothing them into a nonviolent state; each creature must attempt a Will save.

Incapacitation effect: All targets of more than twice the spell level use the result one better than the save they rolled.

Critical SuccessThe creature is unaffected.
SuccessCalming urges impose a -1 status penalty to the creature's attack rolls.
FailureAny Emotion effects that would affect the creature are suppressed and the creature can't use Hostile Actions. If the target is subject to hostility from any other creature, it ceases to be affected by calm emotions.
Critical FailureAs failure, but hostility doesn’t end the effect.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
EmotionThis won't work on creatures with mechanical or artificial intillegence.
IncapacitationThis has reduced effect against creatures of higher level.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Canny Acumen

30th June 2020 at 9:51am
Feat General

Your avoidance or observation is beyond the ken of most in your profession.

Choose Fortitude saves, Reflex saves, Will saves, or Perception. You become an expert in your choice.

At 17th level, you become a master in your choice.

Feat Type General
Level1

Cantrip Expansion

11th July 2020 at 7:11pm
Ability Class Feat Wizard

Dedicated study allows you to prepare a wider range of simple spells.

You can prepare two additional Cantrips each day.

Feat Type Class
Level2
ClassWizard

Caravan Leader

30th July 2020 at 2:00am
Feat General

Prerequisites Con 18, Pick Up the Pace.

You know how to get the most effort out of your allies on the road.

When Hustling in a group during exploration mode, your group can Hustle for as long as the member who could Hustle longest on their own, plus an additional 20 minutes beyond that.

Feat Type General
Level11

Cast a Spell

7th July 2020 at 12:27am
Action Activity

You cast a spell you have prepared or in your repertoire.

Casting a Spell is a special activity that takes a variable number of actions depending on the spell, as listed in each spell’s stat block.

As soon as the spellcasting actions are complete, the spell effect occurs.

Some spells are cast as a reaction or free action. In those cases, you Cast the Spell as a reaction or free action (as appropriate) instead of as an activity. Such cases will be noted in the spell’s stat block—for example, “[reaction] verbal.”

Some spells take minutes or hours to cast. The Cast a Spell activity for these spells includes a mix of the listed spell components, but it’s not necessary to break down which one you’re providing at a given time. You can’t use other actions or reactions while casting such a spell, though at the GM’s discretion, you might be able to speak a few sentences.

As with other activities that take a long time, these spells have the Exploration trait, and you can’t cast them in an encounter. If combat breaks out while you’re casting one, your spell is disrupted.

Each spell lists the spell components required to cast it after the action icons or text, such as “[three-actions] material, somatic, verbal." The spell components, described in detail below, add traits and requirements to the Cast a Spell activity. If you can’t provide the components, you fail to Cast the Spell.

Some abilities and spells can disrupt a spell, causing it to have no effect and be lost.

When you lose a spell, you’ve already expended the spell slot, spent the spell’s costs and actions, and used the Cast a Spell activity.

If a spell is disrupted during a Sustain a Spell action, the spell immediately ends.

Actions
Free Hands
Skill
Defense
Tool
Sub-actions
Aquatic CombatCast a SpellYou can't cast fire spells underwater.
AmphibiousAquatic CombatRemoves -2 penalty on bludgeoning and slashing unarmed strikes.
AquaticAquatic CombatRemoves -2 penalty for bludgeoning and slashing unarmed Strikes.
Underwater MarauderAquatic CombatNot flat-footed and ignore penalties for bludgeoning/slashing.
Crisis of FaithCast a SpellCan shut down casting of Divine spells.
StupefiedCast a SpellGives risk of disruption on flat check.

Cat Fall

30th June 2020 at 10:04am
Feat General Skill

Prerequisites Trained in Acrobatics.

Your catlike aerial acrobatics allow you to cushion your falls.

Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter.

If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.

Feat Type Skill
Level1
SkillAcrobatics
RequirementT

Cataclysm

19th July 2020 at 9:13pm
Acid Air Arcane Cold Concentrate Earth Electricity Evocation Fire Manipulate Primal Somatic Spell Verbal Water
Level10
ComponentsSomatic Verbal
Cast Time
Range1000 feet
Area60-foot Burst
Target
SaveReflex
Duration

You call upon the unimaginable power of world-ending cataclysms, ripping a small piece of each cataclysm and combining them together into one horrifically powerful attack.

The following effects come down upon all creatures in the area.

Treat the resistances of creatures in the area as if they were 10 lower for the purpose of determining the cataclysm’s damage.

Each creature attempts one basic Reflex save that applies to all six types of damage.

  • Flesh-dissolving acid rain deals 3d10 acid damage.
  • A roaring earthquake shakes and bludgeons creatures on the ground, dealing 3d10 bludgeoning damage.
  • A blast of freezing wind deals 3d10 cold damage.
  • Incredible lightning lashes the area, dealing 3d10 electricity damage.
  • Beating winds churn across the sky, dealing 3d10 bludgeoning damage to creatures flying in the area.
  • An instant tsunami sweeps over creatures in the area, dealing 3d10 bludgeoning damage with the water trait (doubled for creatures swimming in the area).
  • A massive wildfire burns in a sudden inferno, dealing 3d10 fire damage.
AirThis may not work in vacuum or without air.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
FireYou can't use this underwater.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Catch Rock

27th June 2020 at 7:37pm
Action Reaction

Requirements The monster must have a free hand but can Release anything it’s holding as part of this reaction.

Trigger The monster is targeted with a thrown rock Strike or a rock would fall on the monster.

The monster gains a +4 circumstance bonus to its AC against the triggering attack or to any defense against the falling rock. If the attack misses or the monster successfully defends against the falling rock, the monster catches the rock, takes no damage, and is now holding the rock.

Actions Reaction
Free Hands
Skill
Defense
Tool
Sub-actions

Catfolk

25th July 2020 at 4:51pm
Trait

Catfolk are humanoids with feline features.

Celestial

25th July 2020 at 4:52pm
Trait

Creatures that hail from or have a strong connection to the good-aligned planes are called celestials.

Celestials can survive the basic environmental effects of planes in the Outer Sphere.

Chain Lightning

25th July 2020 at 3:58pm
Arcane Concentrate Electricity Evocation Manipulate Primal Somatic Spell Verbal
Level6
ComponentsSomatic, Verbal
Cast Time
Range500 feet
Area
Target1 creature, plus any number of additional creatures
SaveReflex
Duration

You discharge a powerful bolt of lightning at the target, dealing 8d12 electricity damage.

The electricity arcs to another creature within 30 feet of the first target, jumps to another creature within 30 feet of that target, and so on.

You can’t target the same creature more than once, and you must have line of effect to all targets.

You can end the chain at any point.

Each target must attempt a basic Reflex save.

Roll the damage only once, and apply it to each target (halving or doubling as appropriate for its saving throw outcome).

The chain ends if any one of the targets critically succeeds at its save.

Heightened (+1) The damage increases by 1d12.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Change Form

29th July 2020 at 10:01pm
Action Concentrate Implied

Implied by Shapechange.

You can change your form to any other form you could choose with this spell by using a single action, which has the Concentrate trait.

Actions 1
Free Hands
Skill
Defense
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.

Change Shape

27th June 2020 at 7:39pm
Action Concentrate Polymorph Transmutation

The monster changes its shape indefinitely.

It can use this action again to return to its natural shape or adopt a new shape.

Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual.

Using Change Shape counts as creating a disguise for the Impersonate use of Deception. It gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise.

The monster’s transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed.

Change Shape abilities specify what shapes the monster can adopt.

The monster doesn’t gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.

Actions 1
Free Hands
Skill
Defense
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.

Changeling

25th July 2020 at 4:55pm
Trait

These humanoids are the children of hags and members of other humanoid ancestries.

Charisma

25th July 2020 at 3:16pm
Ability Score

Charisma measures your character’s personal magnetism and strength of personality.

A high Charisma score helps you influence the thoughts and moods of others.

Charisma governs Deception, Diplomacy, Intimidation, and Performance.

Being Stupefied, Sickened or Frightened reduces your Charisma rolls.

FrightenedCharismaReduces all checks and DCs.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.

Charlatan

30th July 2020 at 1:23am
Feat General Skill

You’ve learned to mimic the abilities of spellcasters by studying their flourishes and words.

When you activate a magic item to generate a spell effect, attempt a Deception check. If you succeed against an onlooker’s Perception DC, to that onlooker, you appear to Cast that Spell instead.

Onlookers who successfully Recognize the Spell realize you used a magic item, though those who later successfully Identify the Magic still can’t determine that the source of the effect was a magic item.

Feat Type Skill
Level1
SkillDeception
RequirementT

Charm

19th July 2020 at 9:24pm
Arcane Concentrate Emotion Enchantment Incapacitation Manipulate Mental Occult Primal Somatic Spell Verbal
Level1
ComponentsSomatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
SaveWill
Duration1 hour

To the target, your words are honey and your visage seems bathed in a dreamy haze.

It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used Hostile Actions against it.

You can Dismiss the spell.

If you use hostile actions against the target, the spell ends.

When the spell ends, the target doesn’t necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means.

Heightened (4th) The duration lasts until the next time you make your daily preparations. Heightened (8th) The duration lasts until the next time you make your daily preparations, and you can target up to 10 creatures.

Incapacitation effect: All targets of more than twice the spell level use the result one better than the save they rolled.

Critical SuccessThe target is unaffected and aware you tried to charm it.
SuccessThe target is unaffected but thinks your spell was something harmless instead of charm, unless it identifies the spell (usually with Identify Magic).
FailureThe target’s attitude becomes Friendly toward you. If it was friendly, it becomes Helpful. It can’t use Hostile Actions against you.
Critical FailureThe target’s attitude becomes helpful toward you, and it can’t use Hostile Actions against you.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
EmotionThis won't work on creatures with mechanical or artificial intillegence.
IncapacitationThis has reduced effect against creatures of higher level.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Charming Liar

26th July 2020 at 12:55am
Feat General Skill

Prerequisites Trained in Deception.

Your charm allows you to win over those you lie to.

When you get a critical success using the Lie action, the target’s attitude toward you improves by one step, as though you’d succeeded at using Diplomacy to Make an Impression.

This works only once per conversation, and if you critically succeed against multiple targets using the same result, you choose one creature’s attitude to improve.

You must be lying to impart seemingly important information, inflate your status, or ingratiate yourself, which trivial or irrelevant lies can’t achieve.

Feat Type Skill
Level1
SkillDiplomacy
RequirementT

Chill Touch

19th July 2020 at 9:27pm
Arcane Attack Cantrip Concentrate Divine Manipulate Necromancy Negative Occult Somatic Spell Verbal
Level1
ComponentsSomatic Verbal
Cast Time
RangeTouch
Area
Target1 living or undead creature
SaveFortitude
Duration

Siphoning negative energy into yourself, your hand radiates a pale darkness. Your touch weakens the living and disorients undead, possibly even causing them to flee.

The effect depends on whether the target is living or undead.

  • Living Creature The spell deals negative damage equal to 1d4 plus your spellcasting modifier. The target attempts a basic Fortitude save, but is also Enfeebled 1 for 1 round on a critical failure.
  • Undead Creature The target is Flat-Footed for 1 round on a failed Fortitude save. On a critical failure, the target is also Fleeing for 1 round unless it succeeds at a Will save.

Heightened (+1) The negative damage to living creatures increases by 1d4.

ArcaneThis spell can be identified using Arcana.
AttackThis is affected by Multiple Attack Penalty.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Chilling Darkness

19th July 2020 at 9:29pm
Attack Cold Concentrate Darkness Divine Evil Evocation Manipulate Somatic Spell Verbal
Level3
ComponentsSomatic Verbal
Cast Time
Range120 feet
Area
Target1 creature
Save
Duration

You shoot an utterly cold ray of darkness tinged with unholy energy.

Make a ranged spell attack against the target.

You deal 5d6 cold damage, plus 5d6 evil damage if the target is a celestial.

If the ray passes through an area of magical light or targets a creature affected by magical light, chilling darkness attempts to Counteract the light.

If you need to determine whether the ray passes through an area of light, draw a line between yourself and the spell’s target.

Heightened (+1) The cold damage increases by 2d6, and the evil damage against celestials increases by 2d6.

Critical SuccessThe target takes double damage.
SuccessThe target takes full damage.
FailureThe target takes no damage.
Critical Failure
AttackThis is affected by Multiple Attack Penalty.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
EvilEvil damage harms only good creatures.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Chromatic Wall

27th July 2020 at 11:10pm
Abjuration Arcane Concentrate Manipulate Material Occult Somatic Spell Verbal
Level5
ComponentsMaterial Somatic Verbal
Cast Time
Range120 feet
Area
Target
Save
Duration10 minutes

You create an opaque Wall of light in a single vibrant color.

The wall is straight and vertical, stretching 60 feet long and 30 feet high.

If the wall would pass through a creature, the spell is lost.

The wall sheds bright light for 20 feet on each side, and dim light for the next 20 feet. You can ignore the wall’s effects when passing thorugh, but it still blocks your weapons and effects.

Roll 1d4 to determine the color of the wall. Each color has a particular effect on items, effects, or creatures that attempt to pass through.

Chromatic wall can’t be Counteracted normally; rather, each color is automatically counteracted when targeted by a specific spell, even if that spell’s level is lower than that of chromatic wall.

  1. Red The wall destroys ranged weapon ammunition (such as arrows and crossbow bolts) that would pass through, and it deals 20 fire damage to anyone passing through, with a basic Reflex save. Cone of Cold can counteract a red chromatic wall.
  2. Orange The wall destroys thrown weapons that would pass through, and it deals 25 acid damage to anyone passing through, with a basic Reflex save. Gust of Wind can counteract an orange chromatic wall.
  3. Yellow The wall stops Acid , Cold , Electricity , Fire , Force , Negative , Positive , and Sonic effects from passing through, and it deals 30 electricity damage to anyone passing through, with a basic Reflex save. Disintegrate can counteract a yellow chromatic wall.
  4. Green The wall stops toxins, gases, and breath weapons from passing through. It deals 10 poison damage to anyone passing through and makes them Enfeebled 1 for 1 minute. A basic Fortitude save reduces the damage and negates the enfeebled condition on a success. Passwall can counteract a green chromatic wall.

Heightened (7th) The spell’s duration increases to 1 hour. Roll 1d8 to determine the wall’s color; the results for 5–8 are below.

A red, orange, yellow, or green wall deals an extra 10 damage.

  1. Blue The wall stops Auditory , Petrification , and Visual effects from passing through, and creatures passing through are subject to the effects of Flesh to Stone. Magic Missile can counteract a blue chromatic wall.
  2. Indigo The wall stops Divination and Mental effects from passing through, and those passing through are subject to the effects of Warp Mind. Searing Light can counteract an indigo chromatic wall.
  3. Violet The wall prevents spells from targeting the other side (area effects still cross as normal). Creatures passing through must succeed at a Will save or they are Slowed 1 for 1 minute; on a critical failure, the creature is instead sent to another plane, with the effect of Plane Shift. Dispel Magic can counteract a violet chromatic wall.

  1. Reroll, and creatures that pass through the wall take a –2 circumstance penalty to their saves.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

ChromaWall14

27th July 2020 at 11:09pm
  1. Red The wall destroys ranged weapon ammunition (such as arrows and crossbow bolts) that would pass through, and it deals 20 fire damage to anyone passing through, with a basic Reflex save. Cone of Cold can counteract a red chromatic wall.
  2. Orange The wall destroys thrown weapons that would pass through, and it deals 25 acid damage to anyone passing through, with a basic Reflex save. Gust of Wind can counteract an orange chromatic wall.
  3. Yellow The wall stops Acid , Cold , Electricity , Fire , Force , Negative , Positive , and Sonic effects from passing through, and it deals 30 electricity damage to anyone passing through, with a basic Reflex save. Disintegrate can counteract a yellow chromatic wall.
  4. Green The wall stops toxins, gases, and breath weapons from passing through. It deals 10 poison damage to anyone passing through and makes them Enfeebled 1 for 1 minute. A basic Fortitude save reduces the damage and negates the enfeebled condition on a success. Passwall can counteract a green chromatic wall.

ChromaWall57

27th July 2020 at 11:09pm

  1. Blue The wall stops Auditory , Petrification , and Visual effects from passing through, and creatures passing through are subject to the effects of Flesh to Stone. Magic Missile can counteract a blue chromatic wall.
  2. Indigo The wall stops Divination and Mental effects from passing through, and those passing through are subject to the effects of Warp Mind. Searing Light can counteract an indigo chromatic wall.
  3. Violet The wall prevents spells from targeting the other side (area effects still cross as normal). Creatures passing through must succeed at a Will save or they are Slowed 1 for 1 minute; on a critical failure, the creature is instead sent to another plane, with the effect of Plane Shift. Dispel Magic can counteract a violet chromatic wall.

Circle of Protection

19th July 2020 at 9:46pm
Abjuration Concentrate Divine Manipulate Material Occult Somatic Spell Uncommon Verbal
Level3
ComponentsMaterial Somatic Verbal
Cast Time
RangeTouch
Area
Target10-foot Emanation centred on the touched creature
SaveWill
Duration1 minute

You ward a creature and those nearby against a specified alignment.

Choose Chaotic , Evil , Good , or Lawful ; this spell gains the opposing trait.

Creatures in the area gain a +1 status bonus to AC against attacks by creatures of the chosen alignment and to saves against effects from such creatures.

This bonus increases to +3 against effects from such creatures that directly control the target and attacks made by summoned creatures of the chosen alignment.

Summoned creatures of the chosen alignment can’t willingly enter the area without succeeding at a Will save; repeated attempts use the first save result.

Heightened (4th) The duration increases to 1 hour.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Clairaudience

19th July 2020 at 9:48pm
Arcane Concentrate Divination Manipulate Material Occult Scrying Somatic Spell Verbal
Level3
ComponentsMaterial Somatic Verbal
Cast Time1 minute
Range500 feet
Area
Target
Save
Duration10 minutes

You create an invisible floating ear at a location within range (even if it’s outside your line of sight or line of effect).

It can’t move, but you can hear through the ear as if using your normal auditory senses.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Clairvoyance

19th July 2020 at 9:49pm
Arcane Concentrate Divination Manipulate Material Occult Scrying Somatic Spell Verbal
Level4
ComponentsMaterial Somatic Verbal
Cast Time10 minutes
Range500 feet
Area
Target
Save
Duration10 minutes

You create an invisible floating eye at a location within range (even if it’s outside your line of sight or line of effect).

The eye can’t move, but you can see in all directions from that point as if using your normal visual senses.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Cleave

23rd July 2020 at 11:08pm
Action Barbarian Class Feat Rage Reaction

Trigger Your melee Strike kills a creature or knocks it Unconscious, and another foe is adjacent to that creature.

You swing clear through one foe and into another.

Make a melee Strike against the second foe.

Actions Reaction
Free Hands
Skill
Defense
Tool
Sub-actionsStrike
Feat Type Class
Level6
ClassBarbarian
RageYou have to be raging to use this.
Great CleaveCleaveLets you continue cleaving more than once.

Climb

20th July 2020 at 10:40pm
Action Move Untrained

Requirements You have both hands free (or just one hand if you have Combat Climber).

You move up, down, or across an incline. Unless it’s particularly easy, you must attempt an Athletics check. The GM determines the DC based on the nature of the incline and environmental circumstances. You’re Flat-Footed unless you have a climb Speed or Combat Climber.

You can use Tumble Through to climb though an opponent's square.

Critical SuccessYou move up, across, or safely down the incline for 5 feet plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs).
SuccessYou move up, across, or safely down the incline for 5 feet per 20 feet of your land Speed (a total of 5 feet for most PCs, minimum 5 feet if your Speed is below 20 feet).
Failure
Critical FailureYou fall. If you began the climb on stable ground, you fall and land Prone.

If you have Quick Climb, you move 5 more feet on a success and 10 more feet on a critical success, to a maximum of your Speed.

Actions 1
Free Hands2
SkillAthletics 
Defense
Tool
Sub-actions
Combat ClimberClimbNot flat-footed when climbing and need only 1 hand.
InclineClimbYou're flat-footed while climbing an incline.
Quick ClimbClimbIncreases speeds by +5/+10 or gives climb speed if Legend.
AthleticsClimb
StrengthAthleticsKey ability for this skill.
EnfeebledStrengthReduces Strength by the condition value.
SickenedStrengthReduces Strength by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.

Cloak of Colors

19th July 2020 at 9:54pm
Arcane Concentrate Illusion Incapacitation Manipulate Occult Somatic Spell Verbal Visual
Level5
ComponentsSomatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
SaveWill
Duration1 minute

A cloak of swirling colors shrouds the target.

Creatures are Dazzled while adjacent to it, and attacking the target causes a brilliant flash of light.

A creature that hits the target with a melee attack must attempt a Will save.

Incapacitation effect: All targets of more than twice the spell level use the result one better than the save they rolled.

Critical Success
SuccessThe attacker is unaffected.
FailureThe attacker is Blinded for 1 round.
Critical FailureThe attacker is Stunned for 1 round.

The creature is temporarily immune until the end of its turn; the effect on a melee attack has the Incapacitation trait.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IncapacitationThis has reduced effect against creatures of higher level.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
VisualThis works only against creatures that can see it and are not Blinded.

Cloud Jump

26th July 2020 at 12:56am
Feat General Skill

Prerequisites Legendary in Athletics.

Your unparalleled athletic skill allows you to jump impossible distances.

Triple the distance you Long Jump (so you could jump 60 feet on a successful DC 20 check). Unless you use extra actions (as below) you can't jump further than your Speed.

When you High Jump, use the calculation for a Long Jump but don’t triple the distance.

When you Long Jump or High Jump, you can also increase the number of actions you use (up to the number of actions you have remaining in your turn) to jump even further. For each extra action, add your Speed to the maximum distance you jump.

Feat Type Skill
Level15
SkillAthletics
RequirementL

Cloudkill

19th July 2020 at 9:57pm
Arcane Concentrate Death Manipulate Material Necromancy Poison Primal Somatic Spell Verbal
Level5
ComponentsMaterial Somatic Verbal
Cast Time
Range120 feet
Area20 foot Burst
Target
SaveFortitude
Duration1 minute

You conjure a poisonous fog.

This functions as Obscuring Mist, except the area moves 10 feet away from you each round.

You deal 6d8 poison damage to each breathing creature that starts its turn in the spell’s area.

You can Dismiss the spell.

Heightened (+1) The damage increases by 1d8.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Clumsy

22nd July 2020 at 8:47pm
Condition

Your movements become clumsy and inexact.

Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs, including AC, Reflex saves, ranged attack rolls, and skill checks using Acrobatics, Stealth, and Thievery.

Coerce

25th July 2020 at 3:47pm
Action Auditory Concentrate Emotion Exploration Linguistic Mental

With threats either veiled or overt, you attempt to bully a creature into doing what you want.

You must spend at least 1 minute of conversation with a creature you can see and that can either see or sense you.

At the end of the conversation, attempt an Intimidation check against the target’s Will DC, modified by any circumstances the GM determines.

Critical SuccessThe target gives you the information you seek or agrees to follow your directives so long as they aren’t likely to harm the target in any way. The target continues to comply for an amount of time determined by the GM but not exceeding 1 day, at which point the target becomes Unfriendly (if they weren’t already unfriendly or Hostile). However, the target is too scared of you to retaliate—at least in the short term.
SuccessAs critical success, but once the target becomes Unfriendly, they might decide to act against you—for example, by reporting you to the authorities or assisting your enemies.
FailureThe target doesn’t do what you say, and if they were not already Unfriendly or Hostile, they become unfriendly.
Critical FailureThe target refuses to comply, becomes Hostile if they weren’t already, and can’t be Coerced by you for at least 1 week.
Actions
Free Hands
SkillIntimidation 
DefenseWill
Tool
Sub-actions
AuditoryThis works only against creatures that can hear it and are not Deafened.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
EmotionThis won't work on creatures with mechanical or artificial intillegence.
ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).
LinguisticYour target must be able to understand your language.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
Group CoercionCoerceCan Coerce more targets based on proficiency.
Intimidating ProwessCoerceGain +1/+2 circumstance if you can menace target.
Lasting CoercionCoerceMakes compliance last a week or month.
Quick CoercionCoerceTakes only 1 round, not 1 minute.
IntimidationCoerce
CharismaIntimidationKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Feral MutagenIntimidationAllows Bestial Mutagen to grant an item bonus.

Cold

25th July 2020 at 4:56pm
Trait

Effects with this trait deal cold damage.

Creatures with this trait have a magical connection to cold.

Collective Transposition

19th July 2020 at 9:59pm
Arcane Concentrate Conjuration Manipulate Occult Somatic Spell Teleportation Verbal
Level6
ComponentsSomatic Verbal
Cast Time
Range
Area30 foot Emanation
TargetUp to 2 creatures
SaveWill
Duration

You teleport the targets to new positions within the area.

The creatures must each be able to fit in their new space, and their positions must be unoccupied, entirely within the area, and in your line of sight.

Unwilling creatures can attempt a Will save.

Heightened (+1) The number of targets increases by 1.

Critical SuccessThe target can teleport if it wants, but it chooses the destination within range.
SuccessThe target is unaffected.
FailureYou teleport the target and choose its destination.
Critical Failure
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Color Spray

19th July 2020 at 10:02pm
Arcane Concentrate Illusion Incapacitation Manipulate Occult Somatic Spell Verbal Visual
Level1
ComponentsSomatic Verbal
Cast Time
Range
Area15 foot Cone
Target
Save
Duration1 or more rounds

Swirling colors affect viewers based on their Will saves.

Incapacitation effect: All targets of more than twice the spell level use the result one better than the save they rolled.

Critical SuccessThe creature is unaffected.
SuccessThe creature is Dazzled for 1 round.
FailureThe creature is Stunned 1, Blinded for 1 round, and Dazzled for 1 minute.
Critical FailureThe creature is Stunned for 1 round and Blinded for 1 minute.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IncapacitationThis has reduced effect against creatures of higher level.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
VisualThis works only against creatures that can see it and are not Blinded.

Combat Climber

26th July 2020 at 12:56am
Feat General Skill

Prerequisites Trained in Athletics.

Your techniques allow you to fight as you climb.

You’re not Flat-Footed while Climbing and can Climb with a hand occupied.

You must still use another hand and both legs to Climb.

Feat Type Skill
Level1
SkillAthletics
RequirementT

Combine Elixirs

23rd July 2020 at 8:02pm
Action Additive Alchemist Class Feat Free

Frequency Once per round.

Trigger You use Quick Alchemy to craft an alchemical item that has the Elixir trait and is at least 2 levels lower than your Advanced Alchemy level.

You’ve discovered how to mix two elixirs into a single hybrid concoction.

You can spend 2 additional batches of infused reagents to add a second elixir to the one you’re crafting.

The second elixir must also be at least 2 levels lower than your advanced alchemy level, and the combination elixir is an alchemical item two levels higher than the higher of the two elixirs’ levels.

When this combination elixir is consumed, both the constituent elixirs take effect. For example, you can combine two elixirs of life to create a combined elixir that heals twice the normal amount, or you can combine a lesser darkvision elixir with a lesser eagle-eye elixir to both gain darkvision and find secret doors.

Actions Free
Free Hands
Skill
Defense
Tool
Sub-actionsQuick Alchemy
Feat Type Class
Level6
ClassAlchemist
AdditiveOne per alchemy item, increases item level by the given amount.

Come and Get Me

25th July 2020 at 6:04pm
Action Barbarian Class Concentrate Feat Rage

You open yourself to attacks so you can respond in turn.

Until your rage ends, you are Flat-Footed, and damage rolls against you gain a +2 circumstance bonus.

If a creature hits you, that creature is flat-footed to you until the end of your next turn. If you hit it before the end of your next turn, you gain temporary Hit Points equal to your Constitution modifier, or double that on a critical hit.

These temporary Hit Points last until the end of your rage.

Actions 1
Free Hands
Skill
Defense
Tool
Sub-actions
Feat Type Class
Level10
ClassBarbarian
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
RageYou have to be raging to use this.

Command

19th July 2020 at 10:04pm
Arcane Auditory Concentrate Divine Enchantment Linguistic Manipulate Mental Occult Somatic Spell Verbal
Level1
ComponentsSomatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
SaveWill
DurationUntil the end of the target's next turn

You shout a command that’s hard to ignore.

You can command the target to approach you, run away (as if it had the Fleeing condition), release what it’s holding, Drop Prone, or stand in place.

It can’t Delay or take any reactions until it has obeyed your command.

The effects depend on the target’s Will save.

Heightened (5th) You can target up to 10 creatures.

Critical Success
SuccessThe creature is unaffected.
FailureFor the first action on its next turn, the creature must use a single action to do as you command.
Critical FailureThe target must use all its actions on its next turn to obey your command.
ArcaneThis spell can be identified using Arcana.
AuditoryThis works only against creatures that can hear it and are not Deafened.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
LinguisticYour target must be able to understand your language.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Command an Animal

25th July 2020 at 3:47pm
Auditory Concentrate

You issue an order to an animal.

Attempt a Nature check against the animal’s Will DC. The GM might adjust the DC if the animal has a good attitude toward you, you suggest a course of action it was predisposed toward, or you offer it a treat.

You automatically fail if the animal is hostile or unfriendly to you. If the animal is helpful to you, increase your degree of success by one step.

You might be able to Command an Animal more easily with a feat like Ride.

Most animals know the Leap, Seek, Stand, Stride, and Strike basic actions.

If an animal knows an activity, such as a horse’s Gallop, you can Command the Animal to perform the activity, but you must spend as many actions on Command an Animal as the activity’s number of actions.

You can also spend multiple actions to Command the Animal to perform that number of basic actions on its next turn; for instance, you could spend 3 actions to Command an Animal to Stride three times or to Stride twice and then Strike.

Issuing commands to an animal doesn’t always go smoothly. An animal is an independent creature with limited intelligence. Most animals understand only the simplest instructions, so you might be able to instruct your animal to move to a certain square but not dictate a specific path to get there, or command it to attack a certain creature but not to make its attack nonlethal. The GM decides the specifics of the action your animal uses.

The animal does what you commanded as soon as it can, usually as its first action on its next turn. If you successfully commanded it multiple times, it does what you said in order. It forgets all commands beyond what it can accomplish on its turn.

If multiple people command the same animal, the GM determines how the animal reacts. The GM might also make the DC higher if someone has already tried to Command the Animal that round.

Critical Success
SuccessThe animal does as you command on its next turn.
FailureThe animal is hesitant or resistant, and it does nothing.
Critical FailureThe animal misbehaves or misunderstands, and it takes some other action determined by the GM.

"It does nothing" on a failure means that it does nothing in response to your commands, not that it does nothing at all. You cannot cause a hostile animal to stop attacking and stand still by failing to Command it.

AuditoryThis works only against creatures that can hear it and are not Deafened.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
RideCommand an AnimalAnimals always move when you're mounted on them.
NatureCommand an Animal
Unified TheoryNatureCan use Arcana instead for magic related checks.
WisdomNatureKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.

Comprehend Language

19th July 2020 at 10:06pm
Arcane Concentrate Divination Divine Manipulate Occult Somatic Spell Verbal
Level2
Components
Cast Time
Range30 feet
Area
Target1 creature
Save
Duration1 hour

The target can understand the meaning of a single language it is hearing or reading when you cast the spell.

This doesn’t let it understand codes, language couched in metaphor, and the like (subject to GM discretion).

If the target can hear multiple languages and knows that, it can choose which language to understand; otherwise, choose one of the languages randomly.

Heightened (3rd) The target can also speak the language.

Heightened (4th) You can target up to 10 creatures, and targets can also speak the language.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Conceal an Object

25th July 2020 at 3:47pm
Action Manipulate Secret Untrained

You hide a small object on your person (such as a weapon of light Bulk).

When you try to sneak a concealed object past someone who might notice it, the GM rolls your Stealth check and compares it to this passive observer’s Perception DC.

Once the GM rolls your check for a concealed object, that same result is used no matter how many passive observers you try to sneak it past.

If a creature is specifically searching you for an item, it can attempt a Perception check against your Stealth DC (finding the object on success).

You can also conceal an object somewhere other than your person, such as among undergrowth or in a secret compartment within a piece of furniture. In this case, characters Seeking in an area compare their Perception check results to your Stealth DC to determine whether they find the object.

Critical Success
SuccessThe object remains undetected.
FailureThe searcher finds the object.
Critical Failure
Actions 1
Free Hands
SkillStealth 
DefensePerception
Tool
Sub-actions
ManipulateThis may provoke Attack of Opportunity and other reactions.
SecretThe GM makes the roll for this in secret.
Concealing LegerdemainConceal an ObjectCan use Thievery if you keep taking actions.
Experienced SmugglerConceal an ObjectUse 10 as Stealth result if roll is lower.
StealthConceal an Object
CoverStealthGives +2/+4 circumstance to checks to avoid detection.
Mounted CombatCoverYou have lesser cover if your mount would be in the way of an attack.
DexterityStealthKey ability for this skill.
ClumsyDexterityGives status penalty to Dexterity equal to condition value.
FrightenedDexterityReduces all checks and DCs.
SickenedDexterityReduces Dexterity by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.

Conceal Spell

25th July 2020 at 3:10pm
Action Class Concentrate Feat Manipulate Metamagic Wizard

Hiding your gestures and incantations within other speech and movement, you attempt to conceal the fact that you are Casting a Spell.

If the next action you use is to Cast a Spell, attempt a Stealth check against one or more observers’ Perception DCs; if the spell has verbal components, you must also attempt a Deception check against the observers’ Perception DC.

If you succeed at your check (or checks) against an observer’s DC, that observer doesn’t notice you’re casting a spell, even though material, somatic, and verbal components are usually noticeable and spells normally have sensory manifestations that would make spellcasting obvious to those nearby.

This ability hides only the spell’s spellcasting actions and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish into thin air.

Actions 1
Free Hands
SkillPerception Deception 
Defense
Tool
Sub-actions
Feat Type Class
Level2
ClassWizard
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MetamagicYou must use this immediately before casting a spell.
StealthConceal Spell
CoverStealthGives +2/+4 circumstance to checks to avoid detection.
Mounted CombatCoverYou have lesser cover if your mount would be in the way of an attack.
DexterityStealthKey ability for this skill.
ClumsyDexterityGives status penalty to Dexterity equal to condition value.
FrightenedDexterityReduces all checks and DCs.
SickenedDexterityReduces Dexterity by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
DeceptionConceal Spell
CharismaDeceptionKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.

Concealed

27th June 2020 at 9:45pm
Condition

While you are concealed from a creature, such as in a thick fog, you are difficult for that creature to see. You can still be observed, but you’re tougher to target.

A creature that you’re concealed from must succeed at a DC 5 flat check when targeting you with an attack, spell, or other effect. If the check fails, the attack, spell, or effect doesn’t affect you.

Area effects aren’t subject to this flat check.

If a creature with vision as their only precise sense is Dazzled, all creatures are concealed to them.

Creatures with Low-Light Vision ignore concealment from being in dim light.

Faerie FireConcealedPrevents a creature becoming concealed unless invisible.
Uncanny BombsConcealedCan make flat check succeed when bombing a creature.

Concealing Legerdemain

30th July 2020 at 1:25am
Feat General Skill

Rather than hide an object somewhere the inspectors won’t search, you’re skilled at keeping the object on the move so it’s never where they look.

When you Conceal an Object of light Bulk or less, you can use Thievery instead of Stealth for your checks and for the DC of an active searcher’s Perception check.

You roll the check only once, but you must continue to use actions to Conceal an Object throughout the process.

Feat Type Skill
Level1
SkillThievery
RequirementT

Concentrate

27th June 2020 at 11:22pm
Trait

An action with this trait requires a degree of mental concentration and discipline.

You can't use an action with the Concentrate trait while raging unless the action also has the Rage trait.

You can't use a Concentrate action while Fascinated unless it relates to the object of your fascination.

Cone

24th July 2020 at 11:53pm
Area

A cone shoots out from you in a quarter circle on the grid.

When you aim a cone, the first square of that cone must share an edge with your space if you’re aiming orthogonally, or it must touch a corner of your space if you’re aiming diagonally.

If you’re Large or larger, the first square can run along the edge of any square of your space.

You can’t aim a cone so that it overlaps your space.

The cone extends out for a number of feet, widening as it goes, as shown in the Areas diagram.

For instance, when a green dragon uses its breath weapon, it breathes a cone of poisonous gas that originates at the edge of one square of its space and affects a quarter-circle area 30 feet on each edge.

If you make a cone originate from someone or something else, follow these same rules, with the first square of the cone using an edge or corner of that creature or object’s space instead of your own.

Measure the distance to the target in the standard way, with every other diagonal square counted as 10'.

This has the effect that cones become less wide at the very end of their range.

If the cone originates at the corner of a square, targets not in the quadrant of the area bounded by that corner cannot be affected.

If the cone originates at the edge of a square, targets only reached by moving parallel to that edge more often than away from it cannot be affected.

A cone's width at a given point is not equal to the distance of the centre from the point of origin. (That's that other game.)

Cone of Cold

19th July 2020 at 10:14pm
Arcane Cold Concentrate Evocation Manipulate Primal Somatic Spell Verbal
Level5
ComponentsSomatic Verbal
Cast Time
Range
Area60 foot Cone
Target
SaveReflex
Duration

Icy cold rushes forth from your hands.

You deal 12d6 cold damage to creatures in the area.

They can attempt a basic Reflex save.

Heightened (+1) The damage increases by 2d6.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Confabulator

25th July 2020 at 3:11pm
Feat General Skill

Prerequisites Expert in Deception.

Even when caught in falsehoods, you pile lie upon lie.

Reduce the circumstance bonus a target gains for your previous attempts to Create a Diversion or Lie to it from +4 to +2.

If you’re a master in Deception, reduce the bonus to +1, and if you’re legendary, your targets don’t get these bonuses at all.

Feat Type Skill
Level2
SkillDeception
RequirementE

Confused

7th July 2020 at 12:29am
Condition

You don’t have your wits about you, and you attack wildly.

You are Flat-Footed, you don’t treat anyone as your ally (though they might still treat you as theirs).

You can’t Delay, Ready, or use reactions.

You use all your actions to Strike or cast offensive cantrips, though the GM can have you use other actions to facilitate attack, such as draw a weapon, move so that a target is in reach, and so forth.

Your targets are determined randomly by the GM. If you have no other viable targets, you target yourself, automatically hitting but not scoring a critical hit.

If it’s impossible for you to attack or cast spells, you babble incoherently, wasting your actions.

Each time you take damage from an attack or spell, you can attempt a DC 11 flat check to recover from your confusion and end the condition.

Confusion

19th July 2020 at 10:18pm
Arcane Concentrate Emotion Enchantment Manipulate Mental Occult Somatic Spell Verbal
Level4
ComponentsSomatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
SaveWill
Duration1 minute

You befuddle your target with strange impulses, causing it to act randomly.

The effects are determined by the target’s Will save.

You can Dismiss the spell.

Heightened (8th) You can target up to 10 creatures.

Critical SuccessThe target is unaffected.
SuccessThe target babbles incoherently and is Stunned 1.
FailureThe target is Confused for 1 mintue. It can attempt a new save at the end of each of its turns to end the confusion.
Critical FailureThe target is Confused for 1 minute with no save to end early.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
EmotionThis won't work on creatures with mechanical or artificial intillegence.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Conjuration

25th July 2020 at 12:36am
School

Conjuration spells transport creatures via teleportation, create an object, or bring a creature or object from somewhere else (typically from another plane) to follow your commands.

Conjuration spells often have the Teleportation trait, and the creatures summoned by conjuration spells have the Summoned trait.

Connections

30th June 2020 at 10:06am
Feat General Skill

Prerequisites Expert in Society, Courtly Graces.

You have social connections you can leverage to trade favors or meet important people.

When you’re in an area with connections (typically a settlement where you’ve spent downtime building connections, or possibly another area in the same nation), you can attempt a Society check to arrange a meeting with an important political figure or ask for a favor in exchange for a later favor of your contact’s choice.

The GM decides the DC based on the difficulty of the favor and the figure’s prominence.

Feat Type Skill
Level2
SkillSociety
RequirementE

Constant Spell

27th June 2020 at 7:40pm
Ability

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited.

If a constant spell gets Counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Constitution

20th July 2020 at 10:45pm
Ability Score

Constitution measures your character’s overall health and stamina.

Constitution is an important statistic for all characters, especially those who fight in close combat.

Your Constitution modifier is added to your Hit Points and Fortitude saving throws.

Constitution does not govern any skills.

Being Drained reduces your Constitution.

DrainedConstitutionReduces Constitution by the condition value.
Fast RecoveryDrainedIncreases the effectiveness of saves.
FrightenedConstitutionReduces all checks and DCs.
SickenedConstitutionReduces Constitution by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.

Constrict

6th July 2020 at 11:03pm
Action

The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it.

Each of those creatures can attempt a basic Fortitude save with the listed DC.

Greater Constrict resembles Constrict but creatures who fail the basic save also fall unconscious.

Actions 1
Free Hands
Skill
DefenseFortitude
Tool
Sub-actions

Construct

25th July 2020 at 4:57pm
Trait

A construct is an artificial creature empowered by a force other than necromancy.

Constructs are often Mindless ; they are immune to bleed damage, Death effects, Disease , Healing , Necromancy , nonlethal attacks, Poison , and the Doomed, Drained, Fatigued, Paralyzed, Sickened, and Unconscious conditions; and they may have Hardness based on the materials used to construct their bodies.

Constructs are not living creatures, nor are they Undead .

When reduced to 0 Hit Points, a construct creature is destroyed.

Contingency

19th July 2020 at 10:22pm
Abjuration Arcane Concentrate Manipulate Material Somatic Spell Verbal
Level7
ComponentsMaterial Somatic Verbal
Cast Time10 minutes
Range
Area
Target
Save
Duration24 hours

You prepare a spell that will trigger later.

While casting contingency, you also cast another spell of 4th level or lower with a casting time of no more than 3 actions.

This companion spell must be one that can affect you.

You must make any decisions for the spell when you cast contingency, such as choosing a damage type for Resist Energy.

During the casting, choose a Trigger under which the spell will be cast, using the same restrictions as for the trigger of a Ready action.

Once contingency is cast, you can cause the companion spell to come into effect as a reaction with that trigger.

It affects only you, even if it would affect more creatures.

If you define complicated conditions, as determined by the GM, the trigger might fail.

If you cast contingency again, the newer casting supersedes the older.

Heightened (8th) You can choose a spell of 5th level or lower.

Heightened (9th) You can choose a spell of 6th level or lower.

Heightened (10th) You can choose a spell of 7th level or lower.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Continual Flame

25th July 2020 at 3:59pm
Arcane Concentrate Divine Evocation Light Manipulate Material Occult Primal Somatic Spell Verbal
Level2
ComponentsMaterial Somatic Verbal
Cast Time
RangeTouch
Area
Target
Save
DurationUnlimited

A magical flame springs up from the object, as bright as a Torch. A torch sheds bright light in a 20-foot radius (and Dim Light to the next 20 feet).

It doesn’t need oxygen, react to water, or generate heat.

The material component for the spell is ruby dust. The required value depends on the level. The casting level makes no difference except to how hard the spell is to Counteract.

LevelCost
26 gp
316 gp
430 gp
560 gp
6120 gp
7270 gp
8540 gp
91350 gp
103350 gp
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Continual Recovery

26th July 2020 at 12:58am
Feat General Skill

Prerequisites Expert in Medicine.

You zealously monitor a patient’s progress to administer treatment faster.

When you Treat Wounds, your patient becomes immune for only 10 minutes instead of 1 hour.

This applies only to your Treat Wounds activities, not any other the patient receives.

Feat Type Skill
Level2
SkillMedicine
RequirementE

Control Water

19th July 2020 at 10:29pm
Arcane Concentrate Evocation Manipulate Primal Somatic Spell Verbal Water
Level5
ComponentsSomatic Verbal
Cast Time
Range500 feet
Area50 feet long by 50 feet wide
Target
Save
Duration

By imposing your will upon the water, you can raise or lower the level of water in the chosen area by 10 feet.

Water creatures in the area are subjected to the effects of Slow.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Controlled

26th June 2020 at 5:28pm
Condition

Someone else is making your decisions for you, usually because you’re being commanded or magically dominated.

The controller dictates how you act and can make you use any of your actions, including attacks, reactions, or even Delay.

The controller usually does not have to spend their own actions when controlling you.

Counteract

19th July 2020 at 9:41pm
Rule

Some effects try to counteract spells, afflictions, conditions, or other effects. Counteract checks compare the power of two forces and determine which defeats the other.

Successfully counteracting an effect ends it unless noted otherwise.

When attempting a counteract check, add the relevant skill modifier or other appropriate modifier to your check against the target’s DC.

For spells that are used to counteract, the counteract check modifier is your spellcasting ability modifier plus your spellcasting proficiency bonus, plus any bonuses and penalties that specifically apply to counteract checks.

What you can counteract depends on the check result, the target’s counteract level, and the level of the effect you are counteracting with.

Effect typeDCCounteract Level
AfflictionPer stat blockAffliction's level / 2, rounded up
SpellCaster's DCSpell's level
OtherGM decides based on standard level DCEffect or creature's level / 2, rounded up

Chromatic Wall can't be counteracted normally.

Critical SuccessCounteract the target if its counteract level is no more than 3 levels higher than your effect’s counteract level.
SuccessCounteract the target if its counteract level is no more than 1 level higher than your effect’s counteract level.
FailureCounteract the target if its counteract level is lower than your effect’s counteract level.
Critical FailureYou fail to counteract the target.

Counterspell

12th July 2020 at 5:05pm
Abjuration Action Arcane Class Feat Reaction Wizard

Trigger A creature Casts a Spell that you have prepared.

When a foe Casts a Spell and you can see its manifestations, you can use your own magic to disrupt it.

You expend a prepared spell to counter the triggering creature’s casting of that same spell. You lose your spell slot as if you had cast the triggering spell.

You then attempt to Counteract the triggering spell.

Actions Reaction
Free Hands
Skill
Defense
Tool
Sub-actions
Feat Type Class
Level1
ClassWizard
ArcaneThis spell can be identified using Arcana.

Courtly Graces

26th July 2020 at 12:59am
Feat General Skill

Prerequisites Trained in Society.

You were raised among the nobility or have learned proper etiquette and bearing, allowing you to present yourself as a noble and play games of influence and politics.

You can use Society to Make an Impression on a noble, as well as with Impersonate to pretend to be a noble if you aren’t one.

If you want to impersonate a specific noble, you still need to use Deception to Impersonate normally, and to Lie when necessary.

Feat Type Skill
Level1
SkillSociety
RequirementT

Coven

27th June 2020 at 7:43pm
Ability Divination Mental Occult

This monster can form a coven with two or more other creatures who also have the coven ability.

This involves performing an 8-hour ceremony with all prospective coven members.

After the coven is formed, each of its members gains Elite adjustments, adjusting their levels accordingly.

Coven members can sense other members’ locations and conditions by spending a single action, which has the Concentrate trait, and can sense what another coven member is sensing as a two-action activity, which has the concentrate trait as well.

Covens also grant spells and rituals to their members, but these can be cast only in cooperation between three coven members who are all within 30 feet of one another. A coven member can contribute to a coven spell with a single-action spellcasting activity that has a single verbal component. If two coven members have contributed these actions within the last round, a third member can cast a coven spell on her turn by spending the normal spellcasting actions.

A coven can cast its coven spells an unlimited number of times but can cast only one coven spell each round.

All covens grant the 8th-level Baleful Polymorph spell and all the following spells, which the coven can cast at any level up to 5th: Augury, Charm, Clairaudience, Clairvoyance, Dream Message, Illusory Disguise, Illusory Scene, Prying Eye, and Talking Corpse.

A coven can also cast the Control Weather ritual with a DC of 23 instead of the standard DC.

Individual creatures with the coven ability also grant additional spells to any coven they join.

If a coven member leaving the coven or the death of a coven member brings the coven below three members, the remaining members keep their elite adjustments for 24 hours, but without enough members to contribute the necessary actions, they can’t cast coven spells.

MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.

Cover

25th July 2020 at 12:23am
Rule

When you’re behind an obstacle that could block weapons, guard you against explosions, and make you harder to detect, you’re behind cover.

Standard cover gives you a +2 circumstance bonus to AC, to Reflex saves against area effects, and to Stealth checks to Hide, Sneak, or otherwise avoid detection.

You can increase this to Greater Cover using the Take Cover basic action, increasing the circumstance bonus to +4.

If cover is especially light, typically when it’s provided by a creature, you have lesser cover, which grants a +1 circumstance bonus to AC.

A creature with standard cover or greater cover can attempt to use Stealth to Hide, but lesser cover isn’t sufficient.

Cover is relative, so you might simultaneously have cover against one creature and not another.

Cover applies only if your path to the target is partially blocked. If a creature is entirely behind a wall or the like, you don’t have Line of Effect and typically can’t target it at all.

Usually, the GM can quickly decide whether your target has cover. If you’re uncertain or need to be more precise, draw a line from the center of your space to the center of the target’s space. If that line passes through any terrain or object that would block the effect, the target has standard cover (or greater cover if the obstruction is extreme or the target has Taken Cover). If the line passes through a creature instead, the target has lesser cover.

When measuring cover against an area effect, draw the line from the effect’s point of origin to the center of the creature’s space.

If a creature between you and a target is two or more sizes larger than both you and your target, that creature’s space blocks the effect enough to provide standard cover instead of lesser cover. The GM might determine that a creature doesn’t gain cover from terrain that it’s significantly larger than. For example, a Huge dragon probably wouldn’t receive any benefit from being behind a 1-foot-wide pillar.

Your GM might allow you to overcome your target’s cover in some situations. If you’re right next to an arrow slit, you can shoot without penalty, but you have greater cover against someone shooting back at you from far away. Your GM might let you reduce or negate cover by leaning around a corner to shoot or the like. This usually takes an action to set up, and the GM might measure cover from an edge or corner of your space instead of your center.

Mounted CombatCoverYou have lesser cover if your mount would be in the way of an attack.

Cover Tracks

25th July 2020 at 3:48pm
Action Concentrate Exploration Move Trained

You cover your tracks, moving up to half your travel Speed.

You don't need to attempt a Survival check to cover your tracks, but anyone tracking you must succeed at a Survival check against your Survival DC if it is higher than the normal DC to Track.

In some cases, you might Cover Tracks in an encounter. In this case, Cover Tracks is a single action and doesn’t have the exploration trait.

Actions 1
Free Hands
SkillSurvival 
Defense
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).
TrainedYou must be trained in the relevant skill to use this. Having Untrained Improvisation is not sufficient.
SurvivalCover Tracks
Terrain ExpertiseSurvival+1 circumstance in terrain you know.
WisdomSurvivalKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.

Craft

20th July 2020 at 11:06pm
Action Exploration Manipulate

You can make an item from raw materials.

You need the Alchemical Crafting skill feat to create alchemical items, the Magical Crafting skill feat to create magic items, and the Snare Crafting feat to create snares.

You can Craft items with the consumable trait in batches, making up to four of the same item at once with a single check. This requires you to include the raw materials for all the items in the batch at the start, and you must complete the batch all at once.

You also Craft non-magical ammunition in batches, using the quantity listed in Table 6–8: Ranged Weapons (typically 10).

To Craft an item, you must meet the following requirements:

  • The item is your level or lower. An item that doesn’t list a level is level 0. If the item is 9th level or higher, you must be a master in Crafting, and if it’s 16th or higher, you must be legendary.
  • You have the formula for the item.
  • You have an appropriate set of tools and, in many cases, a workshop. For example, you need access to a smithy to forge a metal shield.
  • You must supply raw materials worth at least half the item’s Price. You always expend at least that amount of raw materials when you Craft successfully. If you’re in a settlement, you can usually spend currency to get the amount of raw materials you need, except in the case of rarer precious materials.

You must spend 4 days at work, at which point you attempt a Crafting check. The GM determines the DC to Craft the item based on its level, rarity, and other circumstances.

If your attempt to create the item is successful, you expend the raw materials you supplied.

You can pay the remaining portion of the item’s Price in materials to complete the item immediately, or you can spend additional downtime days working on it.

For each additional day you spend, reduce the value of the materials you need to expend to complete the item. This amount is determined using Table 4–2: Income Earned (page 236), based on your proficiency rank in Crafting and using your own level instead of a task level.

After any of these downtime days, you can complete the item by spending the remaining portion of its Price in materials.

If the downtime days you spend are interrupted, you can return to finish the item later, continuing where you left off.

Critical SuccessYour attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level + 1 and your proficiency rank in Crafting.
SuccessYour attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level and your proficiency rank.
FailureYou fail to complete the item. You can salvage the raw materials you supplied for their full value. If you want to try again, you must start over.
Critical FailureYou fail to complete the item. You ruin 10% of the raw materials you supplied, but you can salvage the rest. If you want to try again, you must start over.
Actions
Free Hands
SkillCrafting 
Defense
Tool
Sub-actions
ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).
ManipulateThis may provoke Attack of Opportunity and other reactions.
Alchemical CraftingCraftCan craft alchemical items.
Craft AnythingCraftIgnore requirements other than feat, level, proficiency and cost.
Efficient AlchemyCraftAllows larger batches to be produced without extra time.
Improbable ElixirsCraftLets you craft potions as alchemical items.
Improvise ToolCraftCraft basic kit without a recipe.
InventorCraftYou can craft formulas.
Magical CraftingCraftCan craft magic items.
SeasonedCraftGives +1/2 circumstance to crafting food and drink.
Snare CraftingCraftCan craft snares.
Specialty CraftingCraftGives +1/+2 circumstance to craft your specialty.
Impeccable CraftingSpecialty CraftingPromotes hits to crits when crafting specialites.
CraftingCraft
IntelligenceCraftingKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.

Craft Anything

26th July 2020 at 1:00am
Feat General Skill

Prerequisites Legendary in Crafting.

You can find ways to craft just about anything, despite restrictions.

As long as you have the appropriate Crafting skill feat (such as Magical Crafting for magic items) and meet the item’s level and proficiency requirement, you ignore just about any other requirement, such as being of a specific ancestry or providing spells.

The only exceptions are requirements that add to the item’s cost, including castings of spells that themselves have a cost, and requirements of special items such as the philosopher’s stone that have exclusive means of access and Crafting.

The GM decides whether you can ignore a requirement.

Feat Type Skill
Level15
SkillCrafting
RequirementL

Craft Philosopher's Stone

23rd July 2020 at 10:01pm
Alchemist Class Feat

Your research has paid off, culminating in the legendary Philosopher’s Stone.

You learn the formula for the philosopher’s stone and can add it to your formula book.

Feat Type Class
Level20
ClassAlchemist

Crafter's Appraisal

30th July 2020 at 1:28am
Feat General Skill

Your knowledge of items’ construction allows you to discern their magical effects as well.

You can use Crafting instead of a skill associated with a magic tradition to Identify Magic on magic items, though not on any other sorts of magic.

Feat Type Skill
Level1
SkillCrafting
RequirementT

Crafting

20th July 2020 at 11:02pm
Skill
IntelligenceCraftingKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.

Crawl

2nd July 2020 at 3:11pm
Action Move

Requirements: You are Prone and your Speed is at least 10'.

You move 5 feet by crawling and remain Prone.

If you have Nimble Crawl you can crawl up to half your speed, or your full speed if you're also master in Acrobatics.

Actions 1
Free Hands
Skill
Defense
Tool
Sub-actions
Nimble CrawlCrawlYou can crawl at half or full speed.

Create a Diversion

25th July 2020 at 3:10pm
Action Auditory Linguistic Manipulate Mental

With a gesture, a trick, or some distracting words, you can create a diversion that draws creatures’ attention elsewhere.

If you use a gesture or trick, this action gains the Manipulate trait. If you use distracting words, it gains the Auditory and Linguistic traits.

Attempt a single Deception check and compare it to the Perception DCs of the creatures whose attention you’re trying to divert.

Whether or not you succeed, creatures you attempt to divert gain a +4 circumstance bonus to their Perception DCs against your attempts to Create a Diversion for 1 minute.

Critical Success
SuccessYou become Hidden to each creature whose Perception DC is less than or equal to your result. The hidden condition allows you to Sneak away. This lasts until the end of your turn or until you do anything except Step or use the Hide or the Sneak action of the Stealth skill. If you Strike a creature, the creature remains Flat‑Footed against that attack, and you then become Observed. If you do anything else, you become observed just before you act unless the GM determines otherwise.
FailureYou don’t divert the attention of any creatures whose Perception DC exceeds your result, and those creatures are aware you were trying to trick them.
Critical Failure
Actions 1
Free Hands
SkillDeception 
DefensePerception
Tool
Sub-actions
AuditoryThis works only against creatures that can hear it and are not Deafened.
LinguisticYour target must be able to understand your language.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
ConfabulatorCreate a DiversionReduces circumstance bonus from previous attempts.
Lengthy DiversionCreate a DiversionExtends duration beyond end of round.
Subtle TheftCreate a DiversionStealing or Palming something doesn't end the diversion.
DeceptionCreate a Diversion
CharismaDeceptionKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.

Create Food

19th July 2020 at 10:36pm
Arcane Concentrate Conjuration Divine Manipulate Primal Somatic Spell Verbal
Level2
ComponentsSomatic Verbal
Cast Time1 hour
Range30 feet
Area
Target
Save
Duration

You create enough food to feed six Medium creatures for a day.

This food is bland and unappealing, but it is nourishing.

After 1 day, if no one has eaten the food, it decays and becomes inedible.

Most Small creatures eat one-quarter as much as a Medium creature (one-sixteenth as much for most Tiny creatures), and most Large creatures eat 10 times as much (100 times as much for Huge creatures and so on).

Heightened (4th) You can feed 12 Medium creatures.

Heightened (6th) You can feed 50 Medium creatures.

Heightened (8th) You can feed 200 Medium creatures.

LevelTinySmallMediumLargeHuge
29624600
4192481210
68002005050
83200800200202
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Create Forgery

25th July 2020 at 3:48pm
Action Downtime Secret Trained

You create a forged document, usually over the course of a day or a week.

You must have the proper writing material to create a forgery.

When you Create a Forgery, the GM rolls a secret DC 20 Society check. If you succeed, the forgery is of good enough quality that passive observers can’t notice the fake. Only those who carefully examine the document and attempt a Perception or Society check against your Society DC can do so.

If your check result was below 20, the forgery has some obvious signs of being a fake, so the GM compares your result to each passive observer’s Perception DC or Society DC, whichever is higher, using the success or failure results below.

Once the GM rolls your check for a document, that same result is used against all passive observers’ DCs no matter how many creatures passively observe that document.

An observer who was fooled on a passive glance can still choose to closely scrutinize the documents on the lookout for a forgery, using different techniques and analysis methods beyond the surface elements you successfully forged with your original check. In that case, the observer can attempt a Perception or Society check against your Society DC. If they succeed, they know your document is a forgery.

If the document’s handwriting doesn’t need to be specific to a person, you need only to have seen a similar document before, and you gain up to a +4 circumstance bonus to your check, as well as to your DC (the GM determines the bonus).

To forge a specific person’s handwriting, you need a sample of that person’s handwriting.

Critical Success
SuccessThe observer does not detect the forgery.
FailureThe observer knows your document is a forgery.
Critical Failure
Actions
Free Hands
SkillSociety 
DefensePerception
Tool
Sub-actions
SecretThe GM makes the roll for this in secret.
TrainedYou must be trained in the relevant skill to use this. Having Untrained Improvisation is not sufficient.
SocietyCreate Forgery
IntelligenceSocietyKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.

Create Water

19th July 2020 at 10:38pm
Arcane Concentrate Conjuration Divine Manipulate Primal Somatic Spell Verbal Water
Level1
ComponentsSomatic Verbal
Cast Time
Range"0 feet" (Touch?)
Area
Target
Save
Duration

As you cup your hands, water begins to flow forth from them.

You create 2 gallons of water.

If no one drinks it, it evaporates after 1 day.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Creation

19th July 2020 at 10:42pm
Arcane Concentrate Conjuration Manipulate Material Primal Somatic Spell Verbal

You conjure a temporary object from eldritch energy.

It must be of vegetable matter (such as wood or paper) and 5 cubic feet or smaller.

It can’t rely on intricate artistry or complex moving parts, never fulfills a cost or the like, and can’t be made of precious materials or materials with a rarity of Uncommon or higher.

It is obviously temporarily conjured, and thus can’t be sold or passed off as a genuine item.

Heightened (5th) The item is metal and can include Common minerals, like feldspar or quartz.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Crisis of Faith

20th July 2020 at 11:10pm
Concentrate Divine Enchantment Manipulate Mental Somatic Spell Verbal
Level3
ComponentsSomatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
SaveWill
Duration

You assault the target’s faith, riddling the creature with doubt and mental turmoil that deal 6d6 mental damage, or 6d8 mental damage if it can cast divine spells.

The effects are determined by its Will save.

To many deities, casting this spell on a follower of your own deity without significant cause is Anathema.

Heightened (+1) The damage increases by 2d6 (or by 2d8 if the target is a divine spellcaster).

Critical SuccessThe target is unaffected.
SuccessThe target takes half damage.
FailureThe target takes full damage; if the target can cast divine spells, it's Stupefied 1 for 1 round.
Critical FailureThe target takes double damage, is Stupefied 1 for 1 round, and can't cast divine spells for 1 round.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Crusade

20th July 2020 at 9:21pm
Concentrate Divine Enchantment Linguistic Manipulate Mental Somatic Spell Uncommon Verbal
Level9
ComponentsSomatic Verbal
Cast Time
Range60 feet
Area
TargetUp to 4 creatures
SaveWill
Duration10 minutes

You issue a divine mandate to the targets.

You pronounce a cause. It can be to attain an item, claim a patch of land, slay a creature, war with a group, or be entirely peaceful.

Your cause can’t force the targets to harm one another or themselves.

The targets become completely dedicated to that cause, depending on their levels. They choose their own actions, but they favor direct action over inaction or indirect action.

  • 13th or Lower The target is so dedicated to the cause that it pursues the cause to the death (unless you say otherwise).
  • 14th The target is dedicated to the cause, but the spell ends for the target if it’s reduced to half its maximum Hit Points or fewer.
  • 15th As 14th, plus the target can attempt a Will save at the end of each of its turns to end the spell for itself.

The spell ends for all creatures if you or one of your allies uses a hostile action against a target, or when the cause is completed.

The GM might determine this spell has alignment traits befitting the cause.

Heightened (10th) The level for each category increases by 2.

The meaning of the 10 minute duration is not clear.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
LinguisticYour target must be able to understand your language.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Crushing Despair

20th July 2020 at 9:24pm
Arcane Concentrate Emotion Enchantment Manipulate Mental Occult Somatic Spell Verbal
Level5
ComponentsSomatic Verbal
Cast Time
Range
Area30 foot Cone
Target
SaveWill
Duration1 or more rounds

You inflict despair on creatures in the area.

The effects for each creature are determined by its Will save.

Heightened (7th) The area increases to a 60-foot cone.

Critical SuccessThe creature is unaffected.
SuccessFor 1 round, the creature can't use reactions and must attempt another save at the start of its turn; on a failure, it is Slowed 1 for that turn as it sobs uncontrollably.
FailureAs success, but the duration for which the target must make saves to avoid being slowed 1 is 1 minute.
Critical FailureAs failure, and the creature is automatically slowed 1 for 1 minute.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
EmotionThis won't work on creatures with mechanical or artificial intillegence.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Daemon

25th July 2020 at 4:59pm
Trait

A family of fiends spawned on the desolate plane of Abaddon, most daemons are neutral evil.

They typically have Darkvision and weakness to Good damage.

Not the same as Demon.

Dancing Lights

25th July 2020 at 3:44pm
Arcane Cantrip Concentrate Evocation Light Manipulate Occult Primal Somatic Spell Verbal
Level1
ComponentsSomatic Verbal
Cast Time
Range120 feet
Area
Target
Save
DurationSustained

You create up to four floating lights, no two of which are more than 10 feet apart.

Each sheds light like a Torch. A torch sheds bright light in a 20-foot radius (and Dim Light to the next 20 feet).

When you Sustain the Spell, you can move any number of lights up to 60 feet. Each light must remain within 120 feet of you and within 10 feet of all others, or it winks out.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Darkness

20th July 2020 at 9:32pm
Arcane Concentrate Darkness Divine Evocation Manipulate Material Occult Primal Somatic Spell Verbal
Level2
ComponentsMaterial Somatic Verbal
Cast Time
Range120 feet
Area20 foot Burst
Target
Save
Duration1 minute

You create a shroud of darkness that prevents light from penetrating or emanating within the area.

Light does not enter the area and any non-magical light sources, such as a Torch or Lantern, do not emanate any light while inside the area, even if their light radius would extend beyond the darkness.

This also suppresses magical light of your darkness spell’s level or lower. Light can’t pass through, so creatures in the area can’t see outside. From outside, it appears as a globe of pure darkness.

Heightened (4th) Even creatures with Darkvision (but not Greater Darkvision) can barely see through the darkness. They treat targets seen through the darkness as Concealed.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Darkvision

20th July 2020 at 9:37pm
Ability Arcane Concentrate Divination Divine Manipulate Occult Primal Sense Somatic Spell Verbal

A creature with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only.

Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision.

A creature with Greater Darkvision, however, can see through even these forms of magical darkness.

Spell

Level2
ComponentsSomatic Verbal
Cast Time
Range
Area
TargetYou
Save
Duration1 hour

The Darkvision spell grants you darkvision for the duration.

Heightened (3rd) The spell’s range is touch and it targets 1 willing creature.

Heightened (5th) The spell’s range is touch and it targets 1 willing creature. The duration is until the next time you make your daily preparations.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Daze

20th July 2020 at 9:47pm
Arcane Cantrip Concentrate Divine Enchantment Manipulate Mental Nonlethal Occult Somatic Spell Verbal
Level1
ComponentsSomatic Verbal
Cast Time
Range60 feet
Area
Target1 creature
SaveWill
Duration1 round

You cloud the target’s mind and daze it with a mental jolt.

The jolt deals mental damage equal to your spellcasting ability modifier; the target must attempt a basic Will save.

If the target critically fails the save, it is also Stunned 1.

Heightened (+2) The damage increases by 1d6.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Dazzled

26th June 2020 at 5:29pm
Condition

Your eyes are overstimulated.

If vision is your only precise sense, all creatures and objects are Concealed from you.

Deadly

7th July 2020 at 12:38am
Weapon Trait

On a critical hit, the weapon adds a weapon damage die of the listed size.

Roll this after doubling the weapon’s damage.

This increases to two dice if the weapon has a Greater Striking rune and three dice if the weapon has a Major Striking rune.

For instance, a rapier with a greater striking rune deals 2d8 extra piercing damage on a critical hit.

An ability that changes the size of the weapon’s normal damage dice doesn’t change the size of its deadly die.

Deafened

20th July 2020 at 9:47pm
Condition

You can’t hear.

You automatically critically fail Perception checks that require you to be able to hear.

You take a –2 status penalty to Perception checks for Initiative and checks that involve sound but also rely on other senses.

If you perform an action with the Auditory trait, you must succeed at a DC 5 flat check or the action is lost; attempt the check after spending the action but before any effects are applied.

You are immune to Auditory effects.

You could use Read Lips or Sign Language to communicate with others while deafened.

Read LipsDeafenedCan lip read languages you speak and speak when deaf.

Deafness

20th July 2020 at 9:54pm
Arcane Concentrate Divine Manipulate Necromancy Occult Primal Somatic Spell Verbal
Level2
ComponentsSomatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
SaveFortitude
Duration

The target loses hearing.

It must attempt a Fortitude save.

The target is then temporarily immune for 1 minute.

Critical SuccessThe target is unaffected.
SuccessThe target is Deafened for 1 round.
FailureThe target is Deafened for 10 minutes.
Critical FailureThe target is Deafened permanently.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Death Knell

20th July 2020 at 9:55pm
Attack Concentrate Death Divine Manipulate Necromancy Occult Somatic Spell Verbal
Level2
ComponentsSomatic Verbal
Cast Time
RangeTouch
Area
Target1 living creature that has 0 HP
SaveWill
Duration

You snuff the life out of a creature on the brink of death.

The target must attempt a Will save.

If this spell kills it, you gain 10 temporary HP and a +1 status bonus to attack and damage rolls for 10 minutes.

Critical SuccessThe target is unaffected.
SuccessThe target's Dying value increases by 1.
FailureThe target dies.
Critical Failure
AttackThis is affected by Multiple Attack Penalty.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Death Ward

20th July 2020 at 9:57pm
Abjuration Concentrate Divine Manipulate Occult Primal Somatic Spell Verbal
Level5
ComponentsSomatic Verbal
Cast Time
RangeTouch
Area
Target1 living creature touched
Save
Duration10 minutes

You shield a creature from the ravages of negative energy.

It receives a +4 status bonus to saves against Death and Negative effects, gains negative resistance 10, and suppresses the effects of the Doomed condition.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Debilitating Bomb

23rd July 2020 at 8:05pm
Action Additive Alchemist Feat Free

Additive 2.

Frequency Once per round.

Trigger You use Quick Alchemy to craft an alchemical bomb that is at least 2 levels lower than your advanced alchemy level.

Your bombs impose additional effects on your enemies.

You mix a substance into the bomb that causes one of the following: Dazzled, Deafened, Flat-Footed, or a –5-foot status penalty to Speeds.

If the attack with that bomb hits, the target must succeed at a Fortitude saving throw or suffer that effect until the start of your next turn. Use your class DC for this saving throw (even if someone else throws the bomb).

Actions Free
Free Hands
Skill
DefenseFortitude
Tool
Sub-actions
Feat Type
Level6
AdditiveOne per alchemy item, increases item level by the given amount.
Greater Debilitating BombDebilitating BombUpgrades available list of effects.
True Debilitating BombGreater Debilitating BombAdds more effect options and demotes some saves.
Perfect DebilitationDebilitating BombDemotes enemy saves against bombs.

Debilitation

27th June 2020 at 11:31pm
Trait

Debilitations apply conditions and other negative effects to a creature. When the creature is affected by a new debilitation, any previous one it was affected by ends.

Deception

25th July 2020 at 3:16pm
Skill

Key Ability Charisma.

You can trick and mislead others using disguises, lies, and other forms of subterfuge.

Actions for this skill:

Feats for this skill:

CharismaDeceptionKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.

Deceptive Worship

30th July 2020 at 1:29am
Feat General Skill

Members of your cult frequently pass themselves off as worshippers of other religions.

You can use Occultism instead of Deception to Impersonate a typical worshipper of another faith or to Lie specifically to claim you are a member of the faith you are Impersonating.

You still need to use the Deception skill to Impersonate a specific worshipper or to perform other deceptive actions, such as attempting to Lie about any other matter.

Feat Type Skill
Level1
SkillOccultism
RequirementT

Decipher Writing

20th July 2020 at 11:04pm
Action Concentrate Exploration Secret Trained

You attempt to decipher complicated writing or literature on an obscure topic.

This usually takes 1 minute per page of text, but might take longer (typically an hour per page for decrypting ciphers or the like).

The text must be in a language you can read, though the GM might allow you to attempt to decipher text written in an unfamiliar language using Society instead.

The DC is determined by the GM based on the state or complexity of the document. The GM might have you roll one check for a short text or a check for each section of a larger text.

Critical SuccessYou understand the true meaning of the text.
SuccessYou understand the true meaning of the text. If it was a coded document, you know the general meaning but might not have a word-for-word translation.
FailureYou can’t understand the text and take a –2 circumstance penalty to further checks to decipher it.
Critical FailureYou believe you understand the text on that page, but you have in fact misconstrued its message.
Actions
Free Hands
SkillArcana Occultism Religion Society 
Defense
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).
SecretThe GM makes the roll for this in secret.
TrainedYou must be trained in the relevant skill to use this. Having Untrained Improvisation is not sufficient.
Divine GuidanceDecipher WritingDecipher scripture for help with any problem.
Eye for NumbersDecipher Writing+2 circumstance on numerical/mathematical writing.
Glean ContentsDecipher WritingCan attempt to decipher glimpsed or hidden writing.
Legendary CodebreakerDecipher WritingDecode at normal speed, or slow down for a sure crit.
Student of the CanonDecipher WritingPromotes fumbles to fails on religious texts or info.
ArcanaDecipher Writing
IntelligenceArcanaKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.
OccultismDecipher Writing
IntelligenceOccultismKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.
Unified TheoryOccultismCan use Arcana instead for magic related checks.
ReligionDecipher Writing
Unified TheoryReligionCan use Arcana instead for magic related checks.
WisdomReligionKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.
SocietyDecipher Writing
IntelligenceSocietyKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.

Defend

18th July 2020 at 10:35pm
Activity Exploration

You move at half your travel speed with your shield raised.

If combat breaks out, you gain the benefits of Raising a Shield before your first turn begins.

ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).

DefenseList

6th July 2020 at 11:16pm

This is used to defend against:

Delay

26th June 2020 at 9:42pm
Action Free

Trigger: Your turn begins.

You wait for the right moment to act.

The rest of your turn doesn’t happen yet. Instead, you’re removed from the initiative order.

You can return to the initiative order as a free action triggered by the end of any other creature’s turn.

This permanently changes your initiative to the new position.

You can’t use Reactions until you return to the initiative order.

If you Delay an entire round without returning to the initiative order, the actions from the Delayed turn are lost, your initiative doesn’t change, and your next turn occurs at your original position in the initiative order.

When you Delay, any Persistent Damage or other negative effects that normally occur at the start or end of your turn occur immediately when you use the Delay action. Any beneficial effects that would end at any point during your turn also end. The GM might determine that other effects end when you Delay as well.

Essentially, you can’t Delay to avoid negative consequences that would happen on your turn or to extend beneficial effects that would end on your turn.

Actions Free
Free Hands
Skill
Defense
Tool
Sub-actions

Demon

25th July 2020 at 4:59pm
Trait

A family of fiends hailing from the Abyss, most demons are chaotic evil.

Most demons have Darkvision.

Not the same as Daemon.

Demoralize

23rd July 2020 at 10:25pm
Action Auditory Concentrate Emotion Mental Untrained

With a sudden shout, a well-timed taunt, or a cutting putdown, you can shake an enemy’s resolve.

Choose a creature within 30 feet of you who you’re aware of.

Attempt an Intimidation check against that target’s Will DC. If the target does not understand the language you are speaking, you’re not speaking a language, or they can’t hear you, you take a –4 circumstance penalty to the check.

Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes.

Critical SuccessThe target becomes Frightened 2.
SuccessThe target becomes Frightened 1.
Failure
Critical Failure
Actions 1
Free Hands
SkillIntimidation 
DefenseWill
Tool
Sub-actions
AuditoryThis works only against creatures that can hear it and are not Deafened.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
EmotionThis won't work on creatures with mechanical or artificial intillegence.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
Battle CryDemoralizeCan use as a free action at initiative time.
Intimidating GlareDemoralizeCan make this Visual and non-Linguistic.
Raging IntimidationIntimidating GlareGrants this automatically and gives it the rage trait.
Intimidating ProwessDemoralizeGain +1/+2 circumstance if you can menace target.
Terrified RetreatDemoralizeCrits against lower level targets make them fleeing.
IntimidationDemoralize
CharismaIntimidationKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Feral MutagenIntimidationAllows Bestial Mutagen to grant an item bonus.

Dero

25th July 2020 at 5:00pm
Trait

This family of humanoids are the descendants of fey creatures that fell into darkness and confusion after being abandoned in the Darklands.

They are immune to Confusion and vulnerable to sunlight.

Detect Alignment

20th July 2020 at 10:02pm
Concentrate Detection Divination Divine Manipulate Occult Somatic Spell Uncommon Verbal
Level1
ComponentsSomatic Verbal
Cast Time
Range
Area30 foot Emanation
Target
Save
Duration

Your eyes glow as you sense aligned auras.

Choose Chaotic , Evil , Good , or Lawful . You detect auras of that alignment.

You receive no information beyond presence or absence.

You can choose not to detect creatures or effects you’re aware have that alignment.

Only creatures of 6th level or higher—unless divine spellcasters, Undead , or beings from the Outer Sphere—have alignment auras.

Heightened (2nd) You learn each aura’s location and strength.

The strength of an alignment aura depends on the level of the creature, item, or spell.

The auras of undead, clerics and other divine spellcasters with a patron deity, and creatures from the Outer Sphere are one step stronger than normal (faint instead of none, for example).

Creature or Item LevelSpell or Effect LevelAura Strength
0–5None
6–100–3Faint
11–154–7Moderate
16–208–9Powerful
21+10Overwhelming
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Detect Magic

22nd July 2020 at 10:12pm
Activity Arcane Cantrip Concentrate Detection Divination Divine Exploration Manipulate Occult Primal Somatic Spell Verbal
Level1
ComponentsSomatic Verbal
Cast Time
Range
Area30 foot Emanation
Target
Save
Duration

You send out a pulse that registers the presence of magic.

You receive no information beyond the presence or absence of magic.

You can choose to ignore magic you’re fully aware of, such as the magic items and ongoing spells of you and your allies.

You detect Illusion magic only if that magic’s effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren’t deceptive in appearance (such as an invisibility potion) typically are detected normally.

When used as an exploration activity, you cast Detect Magic at regular intervals.

You move at half your travel speed or slower.

You have no chance of accidentally overlooking a magic aura at a travel speed up to 300 feet per minute, but must be traveling no more than 150 feet per minute to detect magic auras before the party moves into them.

This activity doesn’t enable characters to automatically find every single magical aura or object during travel. Hazards that require a minimum proficiency can’t be found with detect magic, nor can illusions of equal or higher level than the spell.

Heightened (3rd) You learn the school of magic for the highest level effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn.

Heightened (4th) As 3rd level, but you also pinpoint the source of the highest-level magic. Like for an imprecise sense, you don’t learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Detect Poison

20th July 2020 at 10:08pm
Concentrate Detection Divination Divine Manipulate Primal Somatic Spell Uncommon Verbal
Level1
ComponentsSomatic Verbal
Cast Time
Range30 feet
Area
Target1 object or creature
Save
Duration

You detect whether a creature is venomous or poisonous, or if an object is poison or has been poisoned.

You do not ascertain whether the target is poisonous in multiple ways, nor do you learn the type or types of poison.

Certain common substances, like lead and alcohol, are technically poisons and so mask other poisons.

Heightened (2nd) You learn the number and types of poison.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Detect Scrying

20th July 2020 at 10:12pm
Arcane Concentrate Detection Divination Manipulate Occult Somatic Spell Uncommon Verbal
Level4
ComponentsSomatic Verbal
Cast Time
Range
Area30 foot Emanation
Target
Save
Duration1 hour

By tapping into trace divinatory auras, you detect the presence of Scrying effects in the area.

If detect scrying is higher level than a scrying effect, you gain a glimpse of the scrying creature and learn its approximate distance and direction.

Heightened (6th) The duration is until the next time you make your daily preparations.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Detection

27th July 2020 at 1:14am

Detection effects help you find things.

Devil

25th July 2020 at 5:01pm
Trait

A family of fiends from Hell, most devils are lawful evil.

They typically have Greater Darkvision, immunity to Fire , and Telepathy.

Dexterity

20th July 2020 at 10:50pm
Ability Score

Dexterity measures your character’s agility, balance, and reflexes.

Dexterity is important if your character plans to make attacks with ranged weapons or use Stealth to surprise foes.

Dexterity governs Acrobatics, Stealth and Thievery.

Your Dexterity modifier is also added to your character’s AC and Reflex saving throws.

Being Clumsy reduces your Dexterity.

Your maximum Dexterity can be limited by your Armor.

ClumsyDexterityGives status penalty to Dexterity equal to condition value.
FrightenedDexterityReduces all checks and DCs.
SickenedDexterityReduces Dexterity by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.

Dhampir

25th July 2020 at 5:01pm
Trait

These humanoids are the immortal offspring of vampires and members of other ancestries.

Diehard

26th July 2020 at 1:46am
Feat General

It takes more to kill you than most.

You die from the Dying condition at dying 5, rather than dying 4.

Feat Type General
Level1

Difficult Terrain

28th July 2020 at 8:32pm
Rule

Difficult terrain is any terrain that impedes your movement, ranging from particularly rough or unstable surfaces to thick ground cover and countless other impediments.

Moving into a square of difficult terrain (or moving 5 feet into or within an area of difficult terrain, if you’re not using a grid) costs an extra 5 feet of movement.

Moving into a square of greater difficult terrain instead costs 10 additional feet of movement.

This additional cost is not increased when moving diagonally.

You can’t Step into difficult terrain unless you have Feather Step.

Movement you make while you are jumping ignores the terrain you’re jumping over. Some abilities (such as flight or being incorporeal) allow you to avoid the movement reduction from some types of difficult terrain.

Certain other abilities let you ignore difficult terrain on foot; such an ability also allows you to move through greater difficult terrain at the normal movement cost as for difficult terrain, though it wouldn’t let you ignore greater difficult terrain unless the ability specifies otherwise.

Feather StepDifficult TerrainAllows you to step into difficult terrain.

Dimension Door

20th July 2020 at 10:15pm
Arcane Concentrate Conjuration Manipulate Occult Somatic Spell Teleportation Verbal
Level4
ComponentsSomatic Verbal
Cast Time
Range120 feet
Area
Target
Save
Duration

Opening a door that bypasses normal space, you instantly transport yourself and any items you’re wearing and holding from your current space to a clear space within range you can see.

If this would bring another creature with you—even if you’re carrying it in an extradimensional container—the spell is lost.

Heightened (5th) The range increases to 1 mile. You don’t need to be able to see your destination, as long as you have been there in the past and know its relative location and distance from you. You are temporarily immune for 1 hour.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Dimensional Anchor

20th July 2020 at 10:18pm
Abjuration Arcane Concentrate Divine Manipulate Occult Somatic Spell Verbal
Level4
ComponentsSomatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
SaveWill
DurationVaries

You interfere with the target’s ability to teleport and travel between dimensions.

Dimensional anchor attempts to Counteract any Teleportation effect, or any effect that would move the target to a different plane.

The duration is determined by the target’s Will save.

Critical SuccessThe target is unaffected.
SuccessThe effect's duration is 1 minute.
FailureThe effect's duration is 10 minutes.
Critical FailureThe effect's duration is 1 hour.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Dimensional Lock

20th July 2020 at 10:22pm
Abjuration Arcane Concentrate Divine Manipulate Occult Somatic Spell Uncommon Verbal
Level7
ComponentsSomatic Verbal
Cast Time
Range120 feet
Area60 foot Burst
Target
Save
Duration1 day

You create a shimmering barrier that attempts to Counteract Teleportation effects and planar travel into or out of the area, including items that allow access to extradimensional spaces (such as a Bag of Holding.

Dimensional lock tries to Counteract any attempt to Summon a creature into the area but doesn’t stop the creature from departing when the summoning ends.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Dinosaur

25th July 2020 at 5:01pm
Trait

These reptiles have survived from prehistoric times.

Dinosaur Form

20th July 2020 at 10:29pm
Concentrate Manipulate Polymorph Primal Somatic Spell Transmutation Verbal
Level4
ComponentsSomatic Verbal
Cast Time
Range
Area
Target
Save
Duration1 minute

You channel the primal forces of nature to transform into a Large animal battle form, specifically that of a powerful and terrifying dinosaur.

You must have space to expand or the spell is lost.

When you cast this spell, choose ankylosaurus, brontosaurus, deinonychus, stegosaurus, triceratops, or tyrannosaurus. You can decide the specific type of animal, but this has no effect on the form’s Size or statistics.

While in this form, you gain the Animal and Dinosaur traits.

You can Dismiss the spell.

You gain the following statistics and abilities regardless of which battle form you choose:

  • AC = 18 + your level. Ignore your armor’s check penalty and Speed reduction.
  • 15 temporary Hit Points.
  • Low-Light Vision and Imprecise Scent 30 feet.
  • One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can use. You’re trained with them. Your attack modifier is +16, and your damage bonus is +9. These attacks are Strength based (for the purpose of the Enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead.
  • Athletics modifier of +18, unless your own modifier is higher.

You also gain specific abilities based on the form you choose:

  • Ankylosaurus Speed 25 feet; Melee [one-action] tail (Backswing, reach 10 feet), Damage 2d6 bludgeoning; Melee [one-action] foot, Damage 2d6 bludgeoning. These are the ones that look like giant armadilloes.
  • Brontosaurus Speed 25 feet; Melee [one-action] tail (reach 15 feet), Damage 2d6 bludgeoning; Melee [one-action] foot, Damage 2d8 bludgeoning. These are the big smooth vegetarian ones.
  • Deinonychus Speed 40 feet; Melee [one-action] talon (Agile), Damage 2d4 piercing plus 1 persistent bleed; Melee [one-action] jaws, Damage 1d10 piercing. These look a bit like the velociraptors out of that movie.
  • Stegosaurus Speed 30 feet; Melee [one-action] tail (reach 10 feet), Damage 2d8 piercing. These are the ones with the big spikes down their backs.
  • Triceratops Speed 30 feet; Melee [one-action] horn, Damage 2d8 piercing, plus 1d6 persistent bleed on a critical hit; Melee [one-action] foot, Damage 2d6 bludgeoning. These are the ones with the rhino-like flap above their head and big horns.
  • Tyrannosaurus Speed 30 feet; Melee [one-action] jaws (Deadly, reach 10 feet), Damage 1d12 piercing; Melee [one-action] tail (reach 10 feet), Damage 1d10 bludgeoning. These are the huge ones with tiny little claws. The "Rex" being missing doesn't make any difference.

Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach, or 20-foot reach if they started with 15-foot reach. You instead gain 20 temporary HP, an attack modifier of +18, a damage bonus of +6, double the damage dice, and Athletics +21.

Heightened (7th) Your battle form is Gargantuan and your attacks have 20-foot reach, or 25-foot reach if they started with 15-foot reach. You instead gain AC = 21 + your level, 25 temporary HP, an attack modifier of +25, a damage bonus of +15, double the damage dice, and Athletics +25.

The special statistics of a battle form can be adjusted only by circumstance bonuses, status bonuses, and penalties.

You can't cast spells, speak, or use Manipulate actions that require hands in your battle form.

Your gear is absorbed into you; the constant abilities of your gear still function, but you can’t activate any items.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Diplomacy

6th July 2020 at 12:30am
Skill
CharismaDiplomacyKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.

Directional Bombs

23rd July 2020 at 8:07pm
Alchemist Class Feat

You can lob bombs with great force and a precise trajectory to angle the splash in a cone spraying in a single direction.

When throwing an alchemical bomb with the Splash trait, instead of splashing all squares adjacent to the target, you can treat the target’s space as the first affected square of a 15-foot Cone directed away from you, potentially allowing you to avoid allies and splash deeper into enemy lines.

If the target takes up more than a single square, the target’s square closest to you is the first affected square of the cone.

Feat Type Class
Level6
ClassAlchemist

Disable a Device

25th July 2020 at 3:26pm
Action Manipulate Trained

Requirements Some devices require you to use Thieves’ Tools when disabling them.

This action allows you to disarm a trap or another complex device.

Often, a device requires numerous successes before becoming disabled, depending on its construction and complexity.

Thieves’ tools are helpful and sometimes even required to Disable a Device, as determined by the GM, and sometimes a device requires a higher proficiency rank in Thievery to disable it.

Your Thievery check result determines how much progress you make. The DC is determined by the device being disabled.

Critical SuccessYou disable the device, or you achieve two successes toward disabling a complex device. You leave no trace of your tampering, and you can rearm the device later, if that type of device can be rearmed.
SuccessYou disable the device, or you achieve one success toward disabling a complex device.
Failure
Critical FailureYou trigger the device.
Actions 2
Free Hands
SkillThievery 
Defense
Tool
Sub-actions
ManipulateThis may provoke Attack of Opportunity and other reactions.
TrainedYou must be trained in the relevant skill to use this. Having Untrained Improvisation is not sufficient.
Wary DisarmamentDisable a DeviceGives +2 circumstance to AC/saves against triggered device.
ThieveryDisable a Device
DexterityThieveryKey ability for this skill.
ClumsyDexterityGives status penalty to Dexterity equal to condition value.
FrightenedDexterityReduces all checks and DCs.
SickenedDexterityReduces Dexterity by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.

Disappearance

20th July 2020 at 11:13pm
Arcane Concentrate Illusion Manipulate Material Occult Somatic Spell
Level8
ComponentsMaterial Somatic
Cast Time
RangeTouch
Area
Target1 creature
Save
Duration10 minutes

You shroud a creature from others’ senses.

The target becomes Undetected, not just to sight but to all senses, allowing the target to count as Invisible no matter what precise and imprecise senses an observer might have.

It’s still possible for a creature to find the target by Seeking, looking for disturbed dust, hearing gaps in the sound spectrum, or finding some other way to discover the presence of an otherwise-undetectable creature.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.

Disarm

20th July 2020 at 10:43pm
Action Attack Trained Weapon Trait

Requirements You have at least one hand free. The target can’t be more than one size larger than you.

You try to knock something out of an opponent’s grasp.

Attempt an Athletics check against the opponent’s Reflex DC.

Critical SuccessYou knock the item out of the opponent’s grasp. It falls to the ground in the opponent’s space.
SuccessYou weaken your opponent’s grasp on the item. Until the start of that creature’s turn, attempts to Disarm the opponent of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item.
Failure
Critical FailureYou lose your balance and become Flat-Footed until the start of your next turn.

A weapon with the Disarm trait can be used to Disarm with the Athletics skill even if you don’t have a free hand.

This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls (if any) as an item bonus to the Athletics check.

If you critically fail a check to Disarm using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.

On a critical success, you still need a free hand if you want to take the item.

Actions 1
Free Hands1
SkillAthletics 
DefenseReflex
Tool
Sub-actions
AttackThis is affected by Multiple Attack Penalty.
TrainedYou must be trained in the relevant skill to use this. Having Untrained Improvisation is not sufficient.
Brutal BullyDisarmAdds extra bludgeoning damage when raging.
Titan WrestlerDisarmCan use on creatures 2-3 sizes larger.
AthleticsDisarm
StrengthAthleticsKey ability for this skill.
EnfeebledStrengthReduces Strength by the condition value.
SickenedStrengthReduces Strength by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
ReflexDisarm
Breath ControlReflexGives +1 circumstance and promotion to saves against inhaled threats.
CoverReflexGives +2/+4 circumstance saves against area effects.
Mounted CombatCoverYou have lesser cover if your mount would be in the way of an attack.
DexterityReflexKey ability for this save.
ClumsyDexterityGives status penalty to Dexterity equal to condition value.
FrightenedDexterityReduces all checks and DCs.
SickenedDexterityReduces Dexterity by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
Divine AuraReflexGives +1/+2 status.
Divine VesselReflexGives +1 status bonus against spells.
FatiguedReflexGives -1 status to saves.
Forbidding WardReflexGives +1/+2 status against a specific enemy.
Mage ArmorReflexGives +1/+2/+3 item bonus.
Mind BlankReflexGives +4 status vs mental effects.
Mounted CombatReflexYou take -2 circumstance to Reflex when mounted.
Phantom SteedReflexPhantom Steeds fail all saves.
Poison ResistanceReflexGives +1 status vs poisons.
ProtectionReflexGives +1 status vs named alignment.
Sanctified GroundReflexGives +1 status against named creatures.
SootheReflexGives +2 status vs Mental.
Take CoverReflexCan give a +4 circumstance bonus.

Discern Lies

20th July 2020 at 11:18pm
Arcane Concentrate Divination Divine Manipulate Mental Occult Revelation Somatic Spell Uncommon Verbal
Level4
ComponentsSomatic Verbal
Cast Time
Range
Area
Target
Save
Duration10 minutes

Falsehoods ring in your ears like discordant notes.

You gain a +4 status bonus to Perception checks when someone Lies.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Discern Location

20th July 2020 at 11:20pm
Arcane Concentrate Detection Divination Divine Manipulate Material Occult Somatic Spell Uncommon Verbal
Level8
ComponentsMaterial Somatic Verbal
Cast Time10 minutes
RangeUnlimited
Area
Target1 creature or object
Save
Duration

You learn the name of the target’s exact location (including the building, community, and country) and plane of existence.

You can target a creature only if you’ve seen it in person, have one of its significant belongings, or have a piece of its body.

To target an object, you must have touched it or have a fragment of it.

Discern location automatically overcomes protections against detection and divination of lower level than this spell, even if they would normally have a chance to block it.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Disease

27th June 2020 at 8:47pm
Affliction

When a creature is exposed to a monster’s disease, it attempts a Fortitude save or succumbs to the disease.

The level of a disease is the level of the monster inflicting the disease.

The disease follows the rules for Afflictions.

Fast RecoveryDiseaseIncreases the effectiveness of saves.

Disintegrate

20th July 2020 at 11:22pm
Arcane Concentrate Evocation Manipulate Somatic Spell Verbal
Level6
ComponentsSomatic Verbal
Cast Time
Range120 feet
Area
Target1 creature or unattended object
SaveFortitude
Duration

You fire a green ray at your target.

Make a spell attack.

On a hit, you deal 12d10 damage, and the target must attempt a basic Fortitude save. On a critical hit, treat the save result as one degree worse.

A creature reduced to 0 HP is reduced to fine powder; its gear remains.

An object you hit is destroyed (no save), regardless of Hardness, unless it’s an artifact or similarly hard to destroy.

A single casting can destroy no more than a 10-foot cube of matter.

This automatically destroys any force construct, such as a Wall of Force.

Heightened (+1) The damage increases by 2d10.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Disjunction

20th July 2020 at 11:23pm
Abjuration Arcane Concentrate Manipulate Primal Somatic Spell Uncommon Verbal
Level9
ComponentsSomatic Verbal
Cast Time
Range120 feet
Area
Target1 magic item
Save
Duration

Crackling energy disjoins the target.

You attempt to Counteract it.

If you succeed, it’s deactivated for 1 week.

On a critical success, it’s destroyed.

If it’s an artifact or similar item, you automatically fail.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Dismiss

7th July 2020 at 12:29am
Action Concentrate

You end one spell effect or magic item effect.

This must be an effect you are allowed to dismiss, as defined by the spell or item.

Dismissal might end the effect entirely or might end it just for a certain target or targets, depending on the spell or item.

Actions 1
Free Hands
Skill
Defense
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.

Dispel Magic

22nd July 2020 at 11:47am
Abjuration Arcane Concentrate Divine Manipulate Occult Primal Somatic Spell Verbal
Level2
ComponentsSomatic Verbal
Cast Time
Range120 feet
Area
Target1 spell effect or unattended magic item
Save
Duration

You unravel the magic behind a spell or effect.

Attempt a Counteract check against the target.

If you succeed against a spell effect, you counteract it.

If you succeed against a magic item, the item becomes a mundane item of its type for 10 minutes. This doesn’t change the item’s non-magical properties.

If the target is an artifact or similar item, you automatically fail.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Disrupt Undead

22nd July 2020 at 11:49am
Cantrip Concentrate Divine Manipulate Necromancy Positive Primal Somatic Spell Verbal
Level1
ComponentsSomatic Verbal
Cast Time
Range30 feet
Area
Target1 Undead creature
SaveFortitude
Duration

You lance the target with energy.

You deal 1d6 Positive damage plus your spellcasting ability modifier.

The target must attempt a basic Fortitude save.

If the creature critically fails the save, it is also enfeebled 1 for 1 round.

Heightened (+1) The damage increases by 1d6.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Disrupting Weapons

22nd July 2020 at 11:50am
Concentrate Divine Manipulate Necromancy Positive Somatic Spell Verbal
Level1
ComponentsSomatic Verbal
Cast Time
RangeTouch
Area
Target
SaveUp to two weapons, each of which must be wielded by you or a willing ally, or else unattended
Duration1 minute

You infuse weapons with positive energy.

Attacks with these weapons deal an extra 1d4 Positive damage to Undead .

Heightened (3rd) The damage increases to 2d4 damage.

Heightened (5th) Target up to three weapons, and the damage increases to 3d4 damage.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Divination

27th July 2020 at 1:14am
School

Divinations allow you to learn the secrets of the present, past, and future. They bestow good fortune, grant you the ability to perceive remote locations, and reveal secret knowledge.

Divinations often have the Detection trait if they find something, the Prediction trait if they grant you insight about what might happen in the future, the Revelation trait if they show things as they truly are, or the Scrying trait if they let you perceive another location.

Cantrips

Level 1 Divination Spells

Level 2 Divination Spells

Level 3 Divination Spells

Level 4 Divination Spells

Level 5 Divination Spells

Level 6 Divination Spells

Level 7 Divination Spells

Level 8 Divination Spells

Level 9 Divination Spells

Level 10 Divination Spells

Divine

27th July 2020 at 12:08am
Tradition

The power of the divine is steeped in faith, the unseen, and belief in a power source from beyond the Material Plane.

Clerics are the most iconic divine spellcasters, beseeching the gods to grant them their magic. Divine Sorcerers can use the blood of their celestial or fiendish ancestors as a divine conduit, and Champions call upon their gods to grant them martial prowess through divine guidance.

Divine spells are identified using Religion.

Cantrips

Level 1 Divine Spells

Level 2 Divine Spells

Level 3 Divine Spells

Level 4 Divine Spells

Level 5 Divine Spells

Level 6 Divine Spells

Level 7 Divine Spells

Level 8 Divine Spells

Level 9 Divine Spells

Level 10 Divine Spells

Divine Aura

25th July 2020 at 12:24am
Abjuration Concentrate Divine Manipulate Somatic Spell Verbal
Level8
ComponentsSomatic Verbal
Cast Time
Range
Area10 foot Emanation
TargetAllies in the area
SaveWill
DurationSustained up to 1 minute

Divine power wards the targets, granting each a +1 status bonus to AC and saves while in the area.

Choose an alignment your deity has ( Chaotic , Evil , Good , or Lawful ). You can’t cast this spell if you don’t have a deity or your deity is true neutral. This spell gains the trait of the alignment you chose.

The bonuses granted by the spell increase to +2 against attacks by—and effects created by—creatures with an alignment opposite to the spell (lawful if you chose chaotic, evil if you chose good).

These bonuses increase to +4 against effects created by such creatures that attempt to impose the Controlled condition on a target of your divine aura, as well as against attacks made by creatures summoned by anything opposite in alignment to your divine aura.

When a creature of opposite alignment hits a target with a melee attack, the creature must succeed at a Will save or be Blinded for 1 minute. It’s then temporarily immune for 1 minute.

The first time you Sustain the Spell each round, the divine aura’s radius grows 10 feet.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Divine Decree

25th July 2020 at 3:44pm
Concentrate Divine Evocation Manipulate Somatic Spell Verbal
Level7
ComponentsSomatic Verbal
Cast Time
Range40 feet
Area40 foot Emanation
Target
SaveFortitude
DurationVaries

You utter a potent litany from your faith, a mandate that harms those who oppose your ideals.

Choose an alignment your deity has ( Chaotic , Evil , Good , or Lawful ). You can’t cast this spell if you don’t have a deity or your deity is true neutral. This spell gains the trait of the alignment you chose.

You deal 7d10 damage to creatures in the area; each creature must attempt a Fortitude save.

Creatures with an alignment that matches the one you chose are unaffected by the spell.

Those that neither match nor oppose it treat the result of their saving throw as one degree better and don’t suffer effects other than damage.

Heightened (+1) The damage increases by 1d10, and the level of creatures that must attempt a second save on a critical failure increases by 2.

Critical SuccessThe creature is unaffected.
SuccessThe creature takes half damage.
FailureThe creature takes full damage and is Enfeebled 2 for 1 minute.
Critical FailureThe creature takes double damage and is Enfeebled 2 for 1 minute. On your home plane, a creature that critically fails is banished with the effect of a failed Banishment save. A 10th-level creature or lower must attempt a Will save. On a failure, it’s Paralyzed for 1 minute; on a critical failure, it dies.

The "effect of a failed Banishment save" is normally just to banish the target. This refers only to special reactions the creature may have to such a thing.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Divine Guidance

26th July 2020 at 1:01am
Feat General Skill

Prerequisites Legendary in Religion.

You’re so immersed in divine scripture that you find meaning and guidance in your texts in any situation.

Spend 10 minutes Deciphering Writing on religious scriptures of your deity or philosophy while thinking about a particular problem or conundrum you face, and then attempt a Religion check (DC determined by the GM).

If you succeed, you unearth a relevant passage, parable, or aphorism that can help you move forward or change your thinking to help solve your conundrum. For example, the GM might provide you with a cryptic poem or hint that can guide you to the next step of solving your problem.

Feat Type Skill
Level15
SkillReligion
RequirementL

Divine Inspiration

22nd July 2020 at 12:03pm
Concentrate Divine Enchantment Manipulate Mental Somatic Spell Verbal
Level8
ComponentsSomatic Verbal
Cast Time
RangeTouch
Area
Target1 willing creature
Save
Duration

You infuse a target with spiritual energy, refreshing its magic.

If it prepares spells, it recovers one 6th-level or lower spell it previously cast today and can cast that spell again.

If it spontaneously casts spells, it recovers one of its 6th-level or lower spell slots.

If it has a focus pool, it regains its Focus Points, as if it had Refocused.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Divine Lance

22nd July 2020 at 12:07pm
Attack Cantrip Concentrate Evocation Manipulate Somatic Spell Verbal
Level1
ComponentsSomatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
SaveAC
Duration

You unleash a beam of divine energy.

Choose an alignment your deity has ( Chaotic , Evil , Good , or Lawful ). You can’t cast this spell if you don’t have a deity or if your deity is true neutral. The spell gains the trait of the alignment you chose.

Make a ranged spell attack roll against the target’s AC.

On a hit, the target takes damage of the chosen alignment type equal to 1d4 + your spellcasting ability modifier (double damage on a critical hit).

Heightened (+1) The damage increases by 1d4.

AttackThis is affected by Multiple Attack Penalty.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Divine Vessel

25th July 2020 at 12:22am
Concentrate Divine Manipulate Morph Polymorph Somatic Spell Transmutation Verbal
Level7
ComponentsSomatic Verbal
Cast Time
Range
Area
TargetYou
Save
Duration1 minute

You accept otherworldly energies into your body; while you are still recognizably yourself, you gain the features of one of your deity’s servitors.

Choose an alignment your deity has ( Chaotic , Evil , Good , or Lawful ). You can’t cast this spell if you don’t have a deity or your deity is true neutral. This spell gains the trait of the alignment you chose.

If you were Medium or smaller, you become Large , as the effects of Enlarge. You must have space to expand into, or the spell is lost.

You also gain the following benefits.

  • 40 temporary Hit Points.
  • A Fly Speed equal to your Speed.
  • Weakness 10 to the alignment opposite the one you chose. (Not really a "benefit", but..)
  • A +1 status bonus to saves against spells.
  • Darkvision.
  • Your unarmed attacks and weapons deal 1 additional damage of the chosen alignment type.
  • One or more unarmed melee attacks.

If you chose good or lawful, your fist attacks deal 2d8 damage.

If you chose chaotic, you gain a bite unarmed attack that deals 2d10 piercing damage.

If you chose evil, you gain a claws unarmed attack that deals 2d8 slashing damage and has the Agile and Finesse traits.

Heightened (9th) The temporary Hit Points increase to 60, the weakness increases to 15, and the duration increases to 10 minutes.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Divine Wrath

22nd July 2020 at 12:14pm
Concentrate Divine Evocation Manipulate Somatic Spell Verbal
Level4
ComponentsSomatic Verbal
Cast Time
Range120 feet
Area20 foot Burst
Target
SaveFortitude
Duration

You can channel the fury of your deity against foes of opposed alignment.

Choose an alignment your deity has ( Chaotic , Evil , Good , or Lawful ). You can’t cast this spell if you don’t have a deity or your deity is true neutral. This spell gains the trait of the alignment you chose.

You deal 4d10 damage of the alignment you chose; each creature in the area must attempt a Fortitude save.

Creatures that match the alignment you chose are unaffected.

Those that neither match nor oppose it treat the result of their saving throw as one degree better.

Critical SuccessThe creature is unaffected.
SuccessThe creature takes half damage.
FailureThe creatures takes full damage and is Sickened 1.
Critical FailureThe creature takes full damage and is Sickened 2. While it is sickened, it is also Slowed 1.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Dominate

25th July 2020 at 3:59pm
Arcane Concentrate Enchantment Incapacitation Manipulate Mental Occult Somatic Spell Uncommon Verbal
Level6
Components
Cast Time
Range30 feet
Area
Target1 creature
SaveWill
DurationUntil the next time you make your daily preparations

You take command of the target, forcing it to obey your orders.

The effect depends on its Will save.

If you issue an obviously self-destructive order, the target doesn’t act until you issue a new order.

This does not give the target the Controlled status.

Heightened (10th) The duration is unlimited.

Incapacitation effect: All targets of more than twice the spell level use the result one better than the save they rolled.

Critical SuccessThe target is unaffected.
SuccessThe target is Stunned 1 as it fights off your commands.
FailureThe target follows your orders but can attempt a Will save at the end of each of its turns. On a success, the spell ends.
Critical FailureAs a failure, but the target recieves a new save only if you give it a new order that is against its nature, such as killing its allies.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IncapacitationThis has reduced effect against creatures of higher level.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Doomed

26th June 2020 at 5:30pm
Condition

A powerful force has gripped your soul, calling you closer to death.

Doomed always includes a value. The Dying value at which you die is reduced by your doomed value.

If your maximum dying value is reduced to 0, you instantly die.

When you die, you’re no longer doomed.

Your doomed value decreases by 1 each time you get a full night’s rest.

Double Brew

23rd July 2020 at 7:56pm
Ability Alchemist

You know your formulas so well that you can concoct two items at once.

When using the Quick Alchemy action, instead of spending one batch of infused reagents to create a single item, you can spend up to two batches of infused reagents to make up to two alchemical items as described in that action.

These items do not have to be the same.

Dragon

25th July 2020 at 5:02pm
Trait

Dragons are reptilian creatures, often winged or with the power of flight.

Most are able to use a breath weapon and are immune to sleep and the Paralyzed condition.

Dragon Form

27th July 2020 at 11:14pm
Arcane Concentrate Manipulate Polymorph Primal Somatic Spell Transmutation Verbal
Level6
ComponentsSomatic Verbal
Cast Time
Range
Area
TargetYou
Save
Duration1 minute

Calling upon powerful transformative magic, you gain a Large dragon battle form. You must have space to expand or the spell is lost.

When you cast this spell, choose one type of chromatic or metallic dragon. While in this form, you gain the Dragon trait. You have hands in this battle form and can take Manipulate actions.

You can Dismiss the spell.

The special statistics of a battle form can be adjusted only by circumstance bonuses, status bonuses, and penalties. You can't cast spells, or speak, in your battle form. Your gear is absorbed into you; the constant abilities of your gear still function, but you can’t activate any items.

You gain the following statistics and abilities regardless of which battle form you choose:

  • AC = 18 + your level. Ignore your armor’s check penalty and Speed reduction.
  • 10 temporary Hit Points.
  • Speed 40 feet, Fly Speed 100 feet.
  • Resistance 10 against the damage type of your breath weapon (see below).
  • Darkvision and imprecise Scent 60 feet.
  • One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can use. You’re trained with them. Your attack modifier is +22, and your damage bonus is +6. These attacks are Strength based (for the purpose of the Enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead. See below for more on these attacks.
  • Athletics modifier of +23, unless your own modifier is higher.
  • Breath Weapon [two-actions] ( Arcane , Evocation ) The shape, damage, and damage type of your breath weapon depend on your specific dragon form (see below). A creature in the area attempts a basic save against your spell DC. This is a Reflex save unless stated otherwise in the special ability description for your specific dragon form. Once activated, your breath weapon can’t be used again for 1d4 rounds. Your breath weapon has the trait corresponding to the type of damage it deals.

You also gain specific abilities based on the type of dragon you choose:

  • Black swim Speed 60 feet; Melee [one-action] jaws, Damage 2d12 piercing plus 2d6 acid; Melee [one-action] claw ( Agile ), Damage 3d10 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; Melee [one-action] horns (reach 10 feet), Damage 3d8 piercing; breath weapon 60-foot line, 11d6 acid.
  • Blue burrow Speed 20 feet; Melee [one-action] jaws, Damage 2d10 piercing plus 1d12 electricity; Melee [one-action] claw ( Agile ), Damage 3d10 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; Melee [one-action] horns (reach 10 feet), Damage 3d8 piercing; breath weapon 80-foot line, 6d12 electricity.
  • Green swim Speed 40 feet, ignores difficult terrain from non-magical foliage; Melee [one-action] jaws, Damage 2d12 piercing plus 2d6 poison; Melee [one-action] claw (agile), Damage 3d10 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; Melee [one-action] horns (reach 10 feet), Damage 3d8 piercing; breath weapon 30-foot cone, 10d6 poison (Fortitude save instead of Reflex).
  • Red ignore concealed from smoke; Melee [one-action] jaws, Damage 2d12 piercing plus 2d6 fire; Melee [one-action] claw (agile), Damage 4d6 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; Melee [one-action] wing (reach 10 feet), Damage 3d8 bludgeoning; breath weapon 30-foot cone, 10d6 fire.
  • White climb Speed 25 feet on ice only; Melee [one-action] jaws, Damage 3d6 piercing plus 2d6 cold; Melee [one-action] claw (agile), Damage 3d10 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; breath weapon 30‑foot cone, 10d6 cold.
  • Brass burrow Speed 20 feet; Melee [one-action] jaws, Damage 3d8 piercing plus 2d4 fire; Melee [one-action] claw (agile), 3d10 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; Melee [one-action] spikes (reach 10 feet), Damage 3d8 piercing; breath weapon 60-foot line, 15d4 fire.
  • Bronze swim Speed 40 feet; Melee [one-action] jaws, Damage 2d10 piercing plus 1d12 electricity; Melee [one-action] claw (agile), Damage 3d10 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; Melee [one-action] wing (reach 10 feet), Damage 3d8 slashing; breath weapon 80-foot line, 6d12 electricity.
  • Copper climb Speed 25 feet on stone only; Melee [one-action] jaws, Damage 2d12 piercing plus 2d6 acid; Melee [one-action] claw (agile), Damage 3d10 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; Melee [one-action] wing (reach 10 feet), Damage 3d8 bludgeoning; breath weapon 60-foot line, 10d6 acid.
  • Gold swim Speed 40 feet; Melee [one-action] jaws, Damage 2d12 piercing plus 2d6 fire; Melee [one-action] claw (agile), Damage 4d6 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; Melee [one-action] horns (reach 10 feet), Damage 3d8 piercing; breath weapon 30-foot cone, 6d10 fire.
  • Silver walk on clouds; Melee [one-action] jaws, Damage 2d12 piercing plus 2d6 cold; Melee [one-action] claw (agile), Damage 3d10 slashing; Melee [one-action] tail (reach 10), Damage 3d10 bludgeoning; breath weapon 30-foot cone, 8d8 cold.

Heightened (8th) Your battle form is Huge , you gain a +20‑foot status bonus to your fly Speed, and your attacks have 10-foot reach (or 15-foot reach if they previously had 10 foot reach). You instead gain AC = 21 + your level, 15 temporary HP, an attack modifier of +28, a damage bonus of +12, Athletics +28, and a +14 status bonus to breath weapon damage.

As written there are no alignment restrictions on the type of dragon you choose.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Dragon's Rage Breath

23rd July 2020 at 11:12pm
Action Arcane Barbarian Class Concentrate Evocation Feat Instinct Rage

Prerequisites Dragon Instinct.

Requirements You haven’t used this ability since you last Raged.

You breathe deeply and exhale powerful energy in a 30-foot Cone or 60-foot Line, dealing 1d6 damage per level.

The area and damage type match those of your dragon.

If you used this ability in the last hour, the area and the damage are halved (15-foot cone or 30-foot line; 1d6 damage for every 2 levels).

Each creature in the area must attempt a basic Reflex save.

Actions 2
Free Hands
Skill
DefenseReflex
Tool
Sub-actions
Feat Type Class
Level6
ClassBarbarian
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
RageYou have to be raging to use this.

Drained

20th July 2020 at 10:46pm
Condition

When a creature successfully drains you of blood or life force, you become less healthy.

Drained always includes a value. You take a status penalty equal to your drained value on Constitution-based checks, such as Fortitude saves.

You also lose a number of Hit Points equal to your level (minimum 1) times the drained value, and your maximum Hit Points are reduced by the same amount. For example, if you’re hit by an effect that inflicts drained 3 and you’re a 3rd-level character, you lose 9 Hit Points and reduce your maximum Hit Points by 9.

Losing these Hit Points doesn’t count as taking damage.

Each time you get a full night’s rest, your drained value decreases by 1. If you have the Fast Recovery Feat, it instead decreases by 2. This increases your maximum Hit Points, but you don’t immediately recover the lost Hit Points

Fast RecoveryDrainedIncreases the effectiveness of saves.

Dream Council

22nd July 2020 at 12:35pm
Arcane Concentrate Illusion Manipulate Mental Occult Sleep Somatic Spell Verbal
Level8
ComponentsSomatic Verbal
Cast Time10 minutes
RangePlanetary
Area
TargetUp to 12 creatures you know by name and have met in person
Save
Duration1 hour

When you Cast this Spell, any targets—including you—can choose to immediately fall asleep. The spell ends for any creatures that don’t choose to fall asleep.

Sleepers join a shared dream, where they can communicate with one another as though they were in the same room.

Individual targets leave this shared dream upon awakening, and if all the targets awaken, the spell ends.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Dream Message

22nd July 2020 at 12:36pm
Arcane Concentrate Divine Enchantment Manipulate Mental Occult Somatic Spell Verbal
Level3
ComponentsSomatic Verbal
Cast Time
RangePlanetary
Area
Target1 creature you know by name and have met in person
Save
Duration1 day

You send a message to your target’s dream.

The message is one-way, up to 1 minute of speech (roughly 150 words).

If the target is asleep, they receive the message instantly. If not, they receive it the next time they sleep.

As soon as they receive it, the spell ends, and you know the message was sent.

Heightened (4th) You can target up to 10 creatures you know by name and have met in person. You must send the same message to all of them; the spell ends for each creature individually.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Dreaming Potential

22nd July 2020 at 12:38pm
Concentrate Enchantment Manipulate Material Mental Occult Somatic Spell Verbal
Level5
ComponentsMaterial Somatic Verbal
Cast Time10 minutes
RangeTouch
Area
Target1 willing sleeping creature
Save
Duration8 hours

You draw the target into a lucid dream where it can explore the endless possibilities of its own potential within the everchanging backdrop of its dreamscape.

If it sleeps the full 8 hours uninterrupted, when it wakes, it counts as having spent a day of downtime Retraining, though it can’t use dreaming potential for any retraining that would require either an instructor or specialized knowledge it can’t access within the dream.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Drop Dead

22nd July 2020 at 12:40pm
Arcane Divine Illusion Manipulate Reaction Somatic Spell Uncommon Visual
Level5
ComponentsSomatic
Cast Time
Range120 feet
Area
Target1 creature
Save
DurationSustained up to 1 minute

Trigger A creature within range is hit by an attack from an enemy.

The target appears to fall down dead, though it actually turns Invisible.

Its illusory corpse remains where it fell, complete with a believable fatal wound. This illusion looks and feels like a dead body.

If the target’s death seems absurd—for instance, a barbarian at full health appears to be slain by 2 damage—the GM can grant the attacker an immediate Perception check to disbelieve the illusion.

If the target uses Hostile Actions, the spell ends. This ends the entire spell, so the illusory corpse disappears too.

Heightened (7th) The spell doesn't end if the target uses hostile actions.

ArcaneThis spell can be identified using Arcana.
DivineThis spell can be identified using Religion.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VisualThis works only against creatures that can see it and are not Blinded.

Drop Prone

26th June 2020 at 9:44pm
Action Move

You fall Prone.

Actions 1
Free Hands
Skill
Defense
Tool
Sub-actions

Drow

25th July 2020 at 5:02pm
Trait

Subterranean kin of the elves, drow typically have darkvision and inborn magical abilities.

Drowning

22nd July 2020 at 10:01pm
Rule

You can hold your breath for a number of rounds equal to 5 + your Constitution modifier.

Reduce your remaining air by 1 round at the end of each of your turns, or by 2 if you attacked or cast any spells that turn.

You also lose 1 round worth of air each time you are critically hit or critically fail a save against a damaging effect.

If you speak (including casting spells with Verbal components or activating items with Command components) you lose all remaining air.

When you run out of air, you fall unconscious and start Suffocating.

Breath ControlDrowningAllows you to hold your breath for 25 times as long as usual.

Dubious Knowledge

26th July 2020 at 1:01am
Feat General Skill

Prerequisites Trained in a skill with the Recall Knowledge action.

You’re a treasure trove of information, but not all of it comes from reputable sources.

When you fail a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don’t have any way to differentiate which is which.

Feat Type Skill
Level1
Skill
Requirement

Duergar

25th July 2020 at 5:03pm
Trait

Subterranean kin of the dwarves, duergars typically have Darkvision and immunity to Poison .

They are not easily fooled by illusions.

Duplicate Foe

22nd July 2020 at 12:44pm
Arcane Concentrate Conjuration Manipulate Material Occult Somatic Spell Verbal
Level7
ComponentsMaterial Somatic Verbal
Cast Time
Range30 feet
Area
Target1 enemy of level 15 or lower
SaveFortitude
DurationSustained up to 1 minute

You try to create a temporary duplicate of an enemy to fight on your behalf.

The target can attempt a Fortitude save to disrupt the spell.

The duplicate appears in an unoccupied space adjacent to the target and has the target’s attack modifier, AC, saving throw modifiers, Perception, and skill modifiers, but it has only 70 Hit Points and lacks the target’s special abilities, including immunities, resistances, and weaknesses.

It has no magic items except weapon potency runes.

The duplicate gains the Minion trait, and it can only Stride and Strike.

Its Strikes deal the target’s normal damage but don’t apply added effects, since it doesn’t have special abilities.

The spell automatically ends if the duplicate’s Hit Points drop to 0.

The duplicate attacks your enemies to the best of its abilities. You can also try to give it additional instructions; when you Sustain the Spell, you can also Command a Minion as part of your action, but the GM determines whether the duplicate follows your command. This may be an error as there is no "Command a Minion" action.

The duplicate is unstable, so each turn after it takes its actions, it loses 4d6 Hit Points. It’s not a living creature, and it can never regain its lost Hit Points in any way.

Critical SuccessYou fail to create a duplicate.
SuccessThe duplicate deals half damage with its Strikes and the duration is reduced to a maximum of 2 rounds.
FailureThe duplicate works as described.
Critical Failure
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Dying

30th June 2020 at 10:12am
Condition

You are bleeding out or otherwise at death’s door.

While you have this condition, you are Unconscious.

If you gain the Dying condition while Wounded, increase your Dying condition by the amount of your Wounded condition.

Dying always includes a value, and if it ever reaches dying 4, you die. If you have the Diehard feat, you instead die at dying 5.

If you’re dying, you must attempt a Recovery Check at the start of your turn each round to determine whether you get better or worse.

Your dying condition increases by 1 if you take damage while dying, or by 2 if you take damage from an enemy’s critical hit or a critical failure on your save.

If you lose the dying condition by succeeding at a recovery check and are still at 0 Hit Points, you remain unconscious, but you can wake up as described in that condition.

You lose the dying condition automatically and wake up if you ever have 1 Hit Point or more.

Any time you lose the dying condition, you gain the Wounded 1 condition, or increase your wounded condition value by 1 if you already have that condition, unless you lost the dying condition by spending Hero Points.

DiehardDyingDie at Dying 5, not Dying 4.
RegenerationDyingCan't move beyond dying 3 while regeneration active.

Earn Income

25th July 2020 at 3:48pm
Action Downtime Trained

You use one of your skills to make money during downtime.

The GM assigns a task level representing the most lucrative job available. You can search for lower-level tasks, with the GM determining whether you find any. Sometimes you can attempt to find better work than the initial offerings, though this takes time and requires using the Diplomacy skill to Gather Information, doing some research, or socializing.

When you take on a job, the GM secretly sets the DC of your skill check. After your first day of work, you roll to determine your earnings. You gain an amount of income based on your result, the task’s level, and your proficiency rank.

You can continue working at the task on subsequent days without needing to roll again. For each day you spend after the first, you earn the same amount as the first day, up until the task’s completion.

The GM determines how long you can work at the task. Most tasks last a week or two, though some can take months or even years.

Using Crafting, you can work at producing common items for the market. It’s usually easy to find work making basic items whose level is 1 or 2 below your settlement’s level. Higher-level tasks represent special commissions, which might require you to Craft a specific item using the Craft downtime activity and sell it to a buyer at full price. These opportunities don’t occur as often and might have special requirements—or serious consequences if you disappoint a prominent client.

You can apply the practical benefits of one of your Lore specialties during downtime by practicing your trade. This is most effective for Lore specialties such as business, law, or sailing, where there’s high demand for workers. The GM might increase the DC or determine only low-level tasks are available if you’re attempting to use an obscure Lore skill to Earn Income. You might also need specialized tools to accept a job, like mining tools to work in a mine or a merchant’s scale to buy and sell valuables in a market.

You can use Performance to perform for an audience to make money. The available audiences determine the level of your task, since more discerning audiences are harder to impress but provide a bigger payout. The GM determines the task level based on the audiences available. Performing for a typical audience of commoners on the street is a level 0 task, but a performance for a group of artisans with more refined tastes might be a 2nd- or 3rd-level task, and ones for merchants, nobility, and royalty are increasingly higher level. Your degree of success determines whether you moved your audience and whether you were rewarded with applause or rotten fruit.

When Earning Income, you might be able to spend days of downtime to prepare for your task, which adjusts the DC of the skill check. This might involve rehearsing a play, studying a topic, and so on. The GM determines how long preparation takes and how much the DC changes. This is most useful when you’re trying a task that’s higher level than you; otherwise such tasks have an increased DC!

When a task you’re doing is complete, or if you stop in the middle of one, you normally have to find a new task if you want to keep Earning Income. For instance, if you quit your job working at the docks, you’ll need to find another place of employment instead of picking up where you left off. This usually takes 1 day or more of downtime looking for leads on new jobs.

However, you might pause a task due to an adventure or event that wouldn’t prevent you from returning to the old job later. The GM might decide that you can pick up where you left off, assuming the task hasn’t been completed by others in your absence. Whether you roll a new skill check when you resume is also up to the GM. Generally speaking, if you had a good initial roll and want to keep it, you can, but if you had a bad initial roll, you can’t try for a better one by pausing to do something else. If your statistics changed during the break—usually because you leveled up while adventuring—you can attempt a new check.

Task LevelFailureTrainedExpertMasterLegendary
01 cp5 cp5 cp5 cp5 cp
12 cp2 sp2 sp2 sp2 sp
24 cp3 sp3 sp3 sp3 sp
38 cp5 sp5 sp5 sp5 sp
41 sp7 sp8 sp8 sp8 sp
52 sp9 sp1 gp1 gp1 gp
63 sp1 gp, 5 sp2 gp2 gp2 gp
74 sp2 gp2 gp, 5 sp2 gp, 5 sp2 gp, 5 sp
85 sp2 gp, 5 sp3 gp3 gp3 gp
96 sp3 gp4 gp4 gp4 gp
107 sp4 gp5 gp6 gp6 gp
118 sp5 gp6 gp8 gp8 gp
129 sp6 gp8 gp10 gp10 gp
131 gp7 gp10 gp15 gp15 gp
141 gp, 5 sp8 gp15 gp20 gp20 gp
152 gp10 gp20 gp28 gp28 gp
162 gp, 5 sp13 gp25 gp36 gp40 gp
173 gp15 gp30 gp45 gp55 gp
184 gp20 gp45 gp70 gp90 gp
196 gp30 gp60 gp100 gp130 gp
208 gp40 gp75 gp150 gp200 gp
20 (critical success)50 gp90 gp175 gp300 gp
Actions
Free Hands
SkillCrafting Lore Performance 
Defense
Tool
Sub-actions
TrainedYou must be trained in the relevant skill to use this. Having Untrained Improvisation is not sufficient.
Bargain HunterEarn IncomeYou can earn income using Diplomacy.
Experienced ProfessionalEarn IncomeTurns fumbles to fails and doubles fail income if Expert.
Experienced SmugglerEarn IncomeGet smuggling jobs earning with Underworld Lore.
Legendary PerformerEarn IncomeAudiences available are 2 levels higher.
Legendary ProfessionalEarn Income+2 Lore based consulting jobs available.
Magical ShorthandEarn IncomeYou can "earn" discounts on learning spells.
CraftingEarn Income
IntelligenceCraftingKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.
LoreEarn Income
IntelligenceLoreKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.
PerformanceEarn Income
CharismaPerformanceKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.

Earth

25th July 2020 at 5:03pm
Trait

Effects with the earth trait either manipulate or conjure earth.

Those that manipulate earth have no effect in an area without earth.

Creatures with this trait consist primarily of earth or have a magical connection to that element.

Earthbind

22nd July 2020 at 8:13pm
Arcane Concentrate Manipulate Primal Somatic Spell Transmutation Verbal
Level3
ComponentsSomatic Verbal
Cast Time
Range120 feet
Area
Target1 flying creature
SaveFortitude
DurationVaries

Using the weight of earth, you hamper a target’s flight, with effects based on its Fortitude save.

If the creature reaches the ground safely, it doesn’t take falling damage.

Critical SuccessThe target is unaffected.
SuccessThe target falls safely up to 120 feet.
FailureThe target falls safely up to 120 feet. If it hits the ground, it can't Fly, Levitate or otherwise leave the ground for 1 round.
Critical FailureThe target falls safely up to 120 feet. If it hits the ground, it can’t Fly, levitate, or otherwise leave the ground for 1 minute.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Earthquake

22nd July 2020 at 8:17pm
Arcane Concentrate Earth Evocation Manipulate Primal Somatic Spell Verbal
Level8
ComponentsSomatic Verbal
Cast Time
Range500 feet
Area60 foot Burst
Target
SaveReflex
Duration1 round

You shake the ground, topple creatures into fissures, and collapse structures. The GM might add additional effects in certain areas. Cliffs might collapse, causing creatures to fall, or a lake might drain as fissures open up below its surface, leaving a morass of quicksand.

  • Shaking Ground The ground is Difficult Terrain, and creatures on it take a –2 circumstance penalty to attack rolls, AC, and skill checks.
  • Fissures Each creature on the ground must attempt a Reflex save at the start of its turn to keep its footing and avoid falling into 40-foot-deep fissures that open beneath it. The fissures are permanent, and their sides require DC 15 Athletics to Climb.
  • Collapse Structures and ceilings might collapse. The GM rolls a flat check for each (DC 16 for a sturdy structure, DC 14 for an average structure and most natural formations, DC 9 for a shoddy structure, all adjusted higher or lower as the GM sees fit). A collapse deals 11d6 bludgeoning damage; each creature caught in a collapse must attempt a Reflex save to avoid it.

Heightened (10th) You create a massive earthquake that can devastate a settlement. The range increases to half a mile and the area to a quarter-mile burst.

Critical SuccessThe creature takes half the collapse damage.
Successthe creature takes half the collapse damage and falls prone.
FailureThe creature takes the full collapse damage and falls Prone.
Critical FailureThe creature takes the full collapse damage and falls into a fissure.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Eclipse Burst

22nd July 2020 at 8:21pm
Arcane Cold Concentrate Darkness Divine Manipulate Necromancy Negative Primal Somatic Spell Verbal
Level7
ComponentsArcane Divine Primal
Cast Time
Range500 feet
Area60 foot Burst
Target
SaveReflex
Duration

A globe of freezing darkness explodes in the area, dealing 8d10 cold damage to creatures and objects in the area, plus 8d4 additional negative damage to living creatures.

Creatures and objects in the area must attempt a basic Reflex save. On a critical failure, creatures are also Blinded by the darkness for an unlimited duration.

If the globe overlaps with an area of magical Light or affects a creature affected by magical light, eclipse burst attempts to Counteract the light effect.

Heightened (+1) The cold damage increases by 1d10 and the negative damage against the living increases by 1d4.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Efficient Alchemy

23rd July 2020 at 7:51pm
Alchemist Class Feat

Thanks to the time you’ve spent studying and experimenting, you know how to scale your formulas into larger batches that don’t require any additional attention.

When spending downtime to Craft alchemical items, you can produce twice as many alchemical items in a single batch without spending additional preparatory time. For instance, if you are creating elixirs of life, you can craft up to eight elixirs in a single batch using downtime, rather than four.

This does not reduce the amount of alchemical reagents required or other ingredients needed to craft each item, nor does it increase your rate of progress for days past the base downtime spent.

This also does not change the number of items you can create in a batch using Advanced Alchemy.

Feat Type Class
Level4
ClassAlchemist

Elastic Mutagen

23rd July 2020 at 9:18pm
Alchemist Class Feat

You can cause your body to twist and flow like the quicksilver within your mutagens.

Whenever you are under the effects of a Quicksilver Mutagen you created, you can stretch your legs and Step up to 10 feet, and you can squish and compress your body, allowing you to make it through tight spaces as if you were one size smaller, in addition to any effect from Squeezing.

Feat Type Class
Level10
ClassAlchemist

Electric Arc

22nd July 2020 at 8:22pm
Arcane Cantrip Concentrate Electricity Evocation Manipulate Primal Somatic Spell Verbal
Level1
ComponentsSomatic Verbal
Cast Time
Range30 feet
Area
Target1 or 2 creatures
SaveReflex
Duration

An arc of lightning leaps from one target to another.

You deal electricity damage equal to 1d4 plus your spellcasting ability modifier.

Heightened (+1) The damage increases by 1d4.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Electricity

25th July 2020 at 5:05pm
Earth

Effects with this trait deal electricity damage.

A creature with this trait has a magical connection to electricity.

Magical electrical effects may not be subject to real-world effects such as grounding, insulation, shorting etc.

Elemental

25th July 2020 at 5:05pm
Trait

Elementals are creatures directly tied to an element and are native to the Elemental Planes.

Elementals don’t need to breathe.

Elemental Form

27th July 2020 at 11:14pm
Arcane Concentrate Manipulate Polymorph Primal Somatic Spell Transmutation Verbal
Level5
ComponentsSomatic Verbal
Cast Time
Range
Area
Target
Save
Duration1 minute

You call upon the power of the planes to transform into a Medium elemental battle form.

The special statistics of a battle form can be adjusted only by circumstance bonuses, status bonuses, and penalties.

You can't cast spells, or speak in your battle form.

Your gear is absorbed into you; the constant abilities of your gear still function, but you can’t activate any items.

When you cast this spell, choose Air , Earth , Fire , or Water . While in this form, you gain the corresponding trait and the elemental trait.

You have hands in this battle form and can take Manipulate actions.

You can Dismiss the spell.

You gain the following statistics and abilities regardless of which battle form you choose:

  • AC = 19 + your level. Ignore your armor’s check penalty and Speed reduction.
  • 10 temporary Hit Points.
  • Darkvision.
  • One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can use. You’re trained with them. Your attack modifier is +18, and your damage bonus is +9. These are Dexterity based (air or fire) or Strength based (earth or water). If your corresponding unarmed attack modifier is higher, you can use it instead.
  • Acrobatics (air or fire) or Athletics (earth or water) modifier of +20; ignore this change if your own modifier is higher.

You also gain specific abilities based on the type of elemental you choose:

  • Air fly Speed 80 feet, movement doesn’t trigger reactions; Melee [one-action] gust, Damage 1d4 bludgeoning.
  • Earth Speed 20 feet, burrow Speed 20 feet; Melee [one-action] fist, Damage 2d10 bludgeoning.
  • Fire Speed 50 feet; fire resistance 10, weakness 5 to cold and 5 to water; Melee [one-action] tendril, Damage 1d8 fire plus 1d4 persistent fire.
  • Water Speed 20 feet, swim Speed 60 feet; fire resistance 5; Melee [one-action] wave, Damage 1d12 bludgeoning, and you can spend an action immediately after a hit to push the target 5 feet with the effects of a successful Shove.

Heightened (6th) Your battle form is Large and your attacks have 10-foot reach. You must have space to expand or the spell is lost. You instead gain AC = 22 + your level, 15 temporary HP, an attack modifier of +23, a damage bonus of +13, and Acrobatics or Athletics +23.

Heightened (7th) Your battle form is Huge and your attacks have 15-foot reach. You must have space to expand or the spell is lost. You instead gain AC = 22 + your level, 20 temporary HP, an attack modifier of +25, a damage bonus of +11, double the number of damage dice (including persistent damage), and Acrobatics or Athletics +25.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Emanation

26th July 2020 at 11:52pm
Area

An emanation issues forth from each side of your space, extending out to a specified number of feet in all directions.

For instance, the bless spell’s emanation radiates 5 or more feet outward from the caster.

Because the sides of a target’s space are used as the starting point for the emanation, an emanation from a Large or larger creature affects a greater overall area than that of a Medium or smaller creature.

If an emanation effect has a duration, it moves with the caster unless stated otherwise.

Enchantment

25th July 2020 at 12:33am
School

Enchantments affect the minds and emotions of other creatures—sometimes to influence and control them, and other times to bolster them to greater heights of courage.

Enchantment spells almost always have the Mental trait, and many have the Emotion trait or the Fear trait.

Encumbered

26th June 2020 at 5:33pm
Condition

You are carrying more weight than you can manage.

While you’re encumbered, you’re Clumsy 1 and take a 10-foot penalty to all your Speeds. As with all penalties to your Speed, this can’t reduce your Speed below 5 feet.

Endure Elements

22nd July 2020 at 8:30pm
Abjuration Arcane Concentrate Divine Manipulate Primal Somatic Spell Verbal
Level2
ComponentsSomatic Verbal
Cast Time10 minutes
RangeTouch
Area
Target1 willing creature
Save
DurationUntil the next time you make your daily preparations

You shield the target against dangerous temperatures.

Choose severe cold or heat. The target is protected from the temperature you chose (but not extreme cold or heat).

Heightened (3rd) The target is protected from severe cold and heat.

Heightened (5th) The target is protected from severe cold, severe heat, extreme cold, and extreme heat.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Enduring Alchemy

23rd July 2020 at 7:58pm
Alchemist Class Feat

You’ve learned how to make your personal energy last just a little bit longer when quickly brewing ad hoc concoctions.

When using Quick Alchemy to create an alchemical tool or elixir, that tool or elixir remains potent until the end of your next turn, instead of losing its potency at the start of your next turn.

Feat Type Class
Level4
ClassAlchemist

Energy Aegis

22nd July 2020 at 11:11pm
Abjuration Arcane Concentrate Divine Manipulate Material Occult Primal Somatic Spell Verbal
Level7
ComponentsMaterial Somatic Verbal
Cast Time1 minute
RangeTouch
Area
Target1 creature
Save
Duration24 hours

You protect the target with a powerful, long-lasting energy barrier.

The target gains resistance 5 to Acid , Cold , Electricity , Fire , Force , Negative , Positive , and Sonic damage.

Heightened (9th) The resistances increase to 10.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Enfeebled

20th July 2020 at 10:35pm
Condition

You’re physically weakened.

Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.

Engulf

25th July 2020 at 5:37pm
Action Activity

The monster Strides up to double its Speed and can move through the spaces of any creatures in its path.

Any creature of the monster’s size or smaller whose space the monster moves through can attempt a Reflex save with the listed DC to avoid being engulfed. A creature unable to act automatically critically fails this save.

If a creature succeeds at its save, it can choose to be either pushed aside (out of the monster’s path) or pushed in front of the monster to the end of the monster’s movement.

The monster can attempt to Engulf the same creature only once in a single use of Engulf.

The monster can contain as many creatures as can fit in its space.

A creature that fails its save is pulled into the monster’s body. It is Grabbed, is Slowed 1, and has to hold its breath or start suffocating.

The creature takes the listed amount of damage when first engulfed and at the end of each of its turns while it’s engulfed.

An engulfed creature can get free by Escaping against the listed escape DC.

An engulfed creature can attack the monster engulfing it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is Flat-Footed against the attack.

If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free.

A creature that gets free by either method can immediately breathe and exits the swallowing monster’s space.

If the monster dies, all creatures it has engulfed are automatically released as the monster’s form loses cohesion.

Actions 2
Free Hands
Skill
Defense
Tool
Sub-actions

Enhance Victuals

22nd July 2020 at 8:37pm
Concentrate Divine Manipulate Material Primal Somatic Spell Transmutation Verbal
Level2
ComponentsMaterial Somatic Verbal
Cast Time1 minute
RangeTouch
Area
TargetUp to 1 gallon of non-magical water or up to 5 pounds of food
Save
Duration1 hour

You transform the target into delicious fare, changing water into wine or another fine beverage or enhancing the food’s taste and ingredients to make it a gourmet treat.

Prior to the transformation, the spell attempts to Counteract any Poison s in the food or water.

The food turns back to normal if not consumed before the duration expires, though any poisons that were counteracted are still gone.

Heightened (+1) The number of gallons of water you can target increases by 1, or the number of pounds of food you can target increases by 5.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Enhanced Familiar

11th July 2020 at 7:15pm
Ability Class Feat Wizard

Prerequisites A Familiar.

You infuse your familiar with additional magical energy.

You can select four familiar or master abilities each day, instead of two.

Special If your arcane thesis is Improved Familiar Attunement, your familiar’s base number of familiar abilities, before adding any extra abilities from the arcane thesis, is four.

Feat Type Class
Level2
ClassWizard

Enlarge

22nd July 2020 at 8:47pm
Arcane Concentrate Manipulate Polymorph Primal Somatic Spell Transmutation Verbal
Level2
ComponentsSomatic Verbal
Cast Time
Range30 feet
Area
Target1 willing creature
Save
Duration5 minutes

Bolstered by magical power, the target grows to size Large .

Its equipment grows with it but returns to natural size if removed.

The creature is Clumsy 1.

Its reach increases by 5 feet (or by 10 feet if it started out Tiny), and it gains a +2 status bonus to melee damage.

This spell has no effect on a Large or larger creature.

Heightened (4th) The creature instead grows to size Huge . The status bonus to melee damage is +4 and the creature’s reach increases by 10 feet (or 15 feet if the creature started out Tiny). The spell has no effect on a Huge or larger creature.

Heightened (6th) As level 4, but you can target up to 10 creatures.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Entangle

22nd July 2020 at 8:49pm
Concentrate Manipulate Plant Primal Somatic Spell Transmutation Verbal
Level2
ComponentsSomatic Verbal
Cast Time
Range120 feet
AreaAll squares in a 20-foot radius Burst that contain plants
Target
SaveReflex
Duration1 minute

Plants in the area entangle creatures.

The area counts as Difficult Terrain.

Each round that a creature starts its turn in the area, it must attempt a Reflex save.

On a failure, it takes a –10-foot circumstance penalty to its Speeds until it leaves the area, and on a critical failure, it is also Immobilized for 1 round.

Creatures can attempt to Escape at entangle’s DC to remove these effects.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Enthrall

22nd July 2020 at 8:54pm
Arcane Auditory Concentrate Emotion Enchantment Manipulate Occult Somatic Spell Verbal
Level3
ComponentsSomatic Verbal
Cast Time
Range120 feet
Area
TargetAll creatures in range
SaveWill
DurationSustained

Your words fascinate your targets.

You speak or sing without interruption throughout the casting and duration.

Targets who notice your speech or song might give their undivided attention; each target must attempt a Will save.

The GM might grant a circumstance bonus (to a maximum of +4) if the target is of an opposing religion, ancestry, or political leaning, or is otherwise unlikely to agree with what you’re saying.

Each creature that comes within range has to attempt a save when you Sustain the Spell.

If you’re speaking, enthrall gains the Linguistic trait.

Critical SuccessThe target is unaffected and notices that you tried to use magic.
SuccessThe target needn’t pay attention but doesn’t notice you tried to use magic (it might notice others are enthralled).
FailureThe target is Fascinated with you. It can attempt another Will save if it witnesses actions or speech with which it disagrees. If it succeeds, it’s no longer fascinated and is temporarily immune for 1 hour. If the target is subject to a hostile act, or if another creature succeeds at a Diplomacy or Intimidation check against it, the fascination ends immediately.
Critical FailureAs failure, but the target can’t attempt a save to end the fascination if it disagrees with you.
ArcaneThis spell can be identified using Arcana.
AuditoryThis works only against creatures that can hear it and are not Deafened.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
EmotionThis won't work on creatures with mechanical or artificial intillegence.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Escape

20th July 2020 at 10:49pm
Action Attack

You attempt to escape from being Grabbed, Immobilized, or Restrained.

Choose one creature, object, spell effect, hazard, or other impediment imposing any of those conditions on you.

Attempt a check using your unarmed attack modifier against the DC of the effect. This is typically the Athletics DC of a creature grabbing you, the Thievery DC of a creature who tied you up, the spell DC for a spell effect, or the listed Escape DC of an object, hazard, or other impediment.

You can attempt an Acrobatics or Athletics check instead of using your attack modifier if you choose (but this action still has the attack trait).

Critical SuccessYou get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target. You can then Stride up to 5 feet.
SuccessYou get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target.
Failure
Critical FailureYou don’t get free, and you can’t attempt to Escape again until your next turn.
Actions 1
Free Hands
Skill
Defense
Tool
Sub-actions
AttackThis is affected by Multiple Attack Penalty.
Freedom of MovementEscapeGives auto success against lower level effects than the spell.
Unarmed AttackEscape
AthleticsEscape
StrengthAthleticsKey ability for this skill.
EnfeebledStrengthReduces Strength by the condition value.
SickenedStrengthReduces Strength by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
ThieveryEscape
DexterityThieveryKey ability for this skill.
ClumsyDexterityGives status penalty to Dexterity equal to condition value.
FrightenedDexterityReduces all checks and DCs.
SickenedDexterityReduces Dexterity by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
AcrobaticsEscape
DexterityAcrobaticsKey ability for this skill.
ClumsyDexterityGives status penalty to Dexterity equal to condition value.
FrightenedDexterityReduces all checks and DCs.
SickenedDexterityReduces Dexterity by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.

Eschew Materials

11th July 2020 at 7:02pm
Ability Class Feat Wizard

You can use clever workarounds to replicate the arcane essence of certain materials.

When Casting a Spell that requires material components, you can provide these material components without a spell component pouch by drawing intricate replacement sigils in the air.

Unlike when providing somatic components, you still must have a hand completely free.

This doesn’t remove the need for any materials listed in the spell’s cost entry.

Feat Type Class
Level1
ClassWizard

Eternal Elixir

23rd July 2020 at 9:42pm
Alchemist Class Feat

Prerequisite Extend Elixir.

Your body readily accepts and retains minor changes.

When you drink one of your alchemical items that has the Elixir and Infused traits and a duration of 1 minute or more, you can make the elixir’s duration indefinite.

You can do so only if the elixir’s level is half your level or lower.

If you later consume a different elixir and make it indefinite, the effect of the previous indefinite elixir ends.

Feat Type Class
Level16
ClassAlchemist

Ethereal

25th July 2020 at 5:06pm
Trait

Ethereal creatures are natives of the Ethereal Plane.

They can survive the basic environmental effects of the Ethereal Plane.

Ethereal Jaunt

22nd July 2020 at 8:57pm
Concentrate Conjuration Divine Manipulate Occult Somatic Spell Teleportation Uncommon Verbal
Level7
ComponentsSomatic Verbal
Cast Time
Range
Area
Target
Save
DurationSustained up to 1 minute

You travel to the Ethereal Plane, which overlaps the Material Plane.

Material Plane creatures can’t see you, and you can move through things on the Material Plane.

You move at half your normal Speeds, but can move in any direction (including up and down).

You can see onto the Material Plane within a radius of 60 feet; it is gray, hazy, and Concealed from you.

You can’t affect the Material Plane, and you can’t be affected by the Material Plane except by Force effects and Abjuration s originating there.

When the spell ends, you return to the Material Plane. If you’re in the air, you fall (unless you can fly), and if you’re inside an object, you’re pushed into the nearest open space and take 1d6 damage per 5 feet you were pushed.

If you cast this spell when not on the Material Plane, it is lost.

Heightened (9th) You can target up to five additional willing creatures at a range of 30 feet. The duration is up to 10 minutes.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Evocation

25th July 2020 at 12:02am
School

Evocations capture magical energy and then shape it to harm your foes or protect your allies.

Evocation spells often have a trait that comes from the type of damage they deal, such as Acid , Cold , Fire , Force , or Sonic .

Expand Emanation

19th July 2020 at 5:42pm
Action Concentrate Implied

This action is implied by the text of multiple spells.

Bane: Once per turn, starting the turn after you cast bane, you can use a single action, which has the Concentrate trait, to increase the emanation’s radius by 5 feet and force enemies in the area that weren’t yet affected to attempt another saving throw.

Bless: Once per turn, starting the turn after you cast bless, you can use a single action, which has the Concentrate trait, to increase the emanation’s radius by 5 feet.

Actions 1
Free Hands
Skill
Defense
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.

Expanded Splash

23rd July 2020 at 9:20pm
Alchemist Class Feat

Prerequisite Calculated Splash.

The particularly volatile compounds that you brew into your bombs result in them creating especially large and powerful explosions.

When you throw an alchemical bomb you created and that bomb has the Splash trait, you can add your Intelligence modifier to the bomb’s usual splash damage, and it deals splash damage to every creature within 10 feet of the target.

Feat Type Class
Level10
ClassAlchemist

Expeditious Search

26th July 2020 at 1:47am
Feat General Skill

Prerequisites Master in Perception.

You have a system that lets you search at great speed, finding details and secrets twice as quickly as others can.

When Searching, you take half as long as usual to Search a given area.

This means that while exploring, you double the Speed you can move while ensuring you’ve Searched an area before walking into it (up to half your Speed).

If you’re legendary in Perception, you instead Search areas four times as quickly.

Feat Type Skill
Level7
SkillPerception
RequirementM

Experienced Professional

26th July 2020 at 1:02am
Feat General Skill

Prerequisites Trained in Lore.

You carefully safeguard your professional endeavors to prevent disaster.

When you use Lore to Earn Income, if you roll a critical failure, you instead get a failure.

If you’re an expert in Lore, you gain twice as much income from a failed check to Earn Income, unless it was originally a critical failure.

Feat Type Skill
Level1
SkillLore
RequirementT

Experienced Smuggler

30th July 2020 at 1:26am
Feat General Skill

Prerequisites Trained in Stealth.

You often smuggle things past the authorities.

When the GM rolls your Stealth check to see if a passive observer notices a small item you have concealed, the GM uses the number rolled or 10—whichever is higher—as the result of your die roll, adding it to your Stealth modifier to determine your Stealth check result.

If you’re a master in Stealth, the GM uses the number rolled or 15, and if you’re legendary in Stealth, you automatically succeed at hiding a small concealed item from passive observers.

This provides no benefits when a creature attempts a Perception check while actively searching you for hidden items.

Due to your smuggling skill, you’re more likely to find more lucrative smuggling jobs when using Underworld Lore to Earn Income.

Feat Type Skill
Level1
SkillStealth
RequirementT

Experienced Tracker

26th July 2020 at 1:04am
Feat General Skill

Prerequisites Trained in Survival.

Tracking is second nature to you, and when necessary you can follow a trail without pause.

You can Track while moving at full Speed by taking a –5 penalty to your Survival check. If you’re a master in Survival, you don’t take the –5 penalty. If you’re legendary in Survival, you no longer need to roll a new Survival check every hour when tracking, though you still need to roll whenever there are significant changes in the trail.

Feat Type Skill
Level1
SkillSurvival
RequirementT

Exploitive Bomb

23rd July 2020 at 9:44pm
Action Additive Alchemist Class Feat Free

Additive 2.

Frequency once per round.

Trigger You craft an alchemical bomb using Quick Alchemy that’s at least 2 levels lower than your advanced alchemy level.

You mix a substance into the bomb to foil resistances.

The bomb reduces any resistance the enemy has to its damage type by an amount equal to your level, but only for that attack.

Actions Free
Free Hands
Skill
Defense
Tool
Sub-actions
Feat Type Class
Level16
ClassAlchemist
AdditiveOne per alchemy item, increases item level by the given amount.

Express Rider

30th July 2020 at 1:32am
Exploration Feat General Move Skill

You know how to encourage your mount to cover ground quickly.

When calculating your Travel Speed for the day while mounted, you can attempt a Nature check to Command an Animal to increase your mount’s travel speed.

The DC is determined by the GM, but is typically based on the mount’s level or the difficulty of the environment, whichever is harder.

On a success, increase your mount’s travel speed by half.

This has no effect on your mount’s movement in encounters.

Feat Type Skill
Level1
Skill
RequirementT
ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).

Extend Elixir

23rd July 2020 at 9:30pm
Alchemist Class Feat

Integrating your own personal energy into the elixirs you create causes them to affect you for longer.

When you consume one of your alchemical items that has the Elixir and Infused traits and a duration of 1 minute or longer, that elixir’s duration is doubled.

Feat Type Class
Level12
ClassAlchemist
Eternal ElixirExtend ElixirAllows an elixir to last indefinately.

Eye for Numbers

30th July 2020 at 1:33am
Feat General Skill

You’ve learned to subitize, quickly estimating the number of items in a group with relative accuracy at only a glance.

You immediately learn the number of visually similar items in a group you can see (such as coins, books, or people), rounded to the first digit in the total number. For example, you could look at a case of potion vials and learn that it held about 30 vials, but you wouldn’t know that it was exactly 33 vials, how many different types of potions there were, or how many of which type. Similarly, you could look at a pile of 2,805 coins and know that there were about 3,000 coins in all.

You can use this ability only on items that can typically be counted, so you can’t use it on grains of sand or stars in the sky, for example.

In addition, when you attempt to Decipher Writing that is primarily numerical or mathematical, you gain a +2 circumstance bonus to your check.

Feat Type Skill
Level1
SkillSociety
RequirementT

Fabricated Truth

22nd July 2020 at 9:01pm
Concentrate Enchantment Incapacitation Manipulate Material Mental Occult Somatic Spell Verbal
Level10
ComponentsMaterial Somatic Verbal
Cast Time
Range100 feet
Area
TargetUp to 5 creatures
SaveWill
DurationVaries

Choose a single statement you want the targets to believe. The fact could be narrow, such as “a dragon is circling overhead and wants to kill me”; wide-reaching, such as “all humanoids are disguised abominations”; or conceptual, such as “if I don’t live a kinder life, I’ll be punished in the afterlife.”

The targets’ experiences color how they react to this “truth” and how their behavior changes. If the statement changes what they perceive, they treat the change as a sudden revelation.

The effect of the spell depends on the targets’ Will saves.

If a target is already subject to fabricated truth, your spell tries to Counteract it. If the counteract check fails, the outcome of the target’s saving throw can’t be worse than a success.

Incapacitation effect: All targets of more than twice the spell level use the result one better than the save they rolled.

Critical SuccessThe target doesn’t believe the statement, and it knows you tried to trick it.
SuccessThe target doesn’t believe the statement or realize you tried to trick it.
FailureThe target believes the statement for a duration of 1 week.
Critical FailureThe target believes the statement with unlimited duration.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IncapacitationThis has reduced effect against creatures of higher level.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Faerie Fire

22nd July 2020 at 9:04pm
Concentrate Divine Evocation Light Manipulate Occult Primal Somatic Spell Verbal
Level2
ComponentsDivine Occult Primal
Cast Time
Range120 feet
Area10 foot Burst
Target
Save
Duration5 minutes

All creatures in the area when you cast the spell are limned in colorful, heatless fire of a color of your choice for the duration.

Visible creatures can’t be Concealed while affected by faerie fire.

If the creatures are Invisible, they are Concealed while affected by faerie fire, rather than being Undetected.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

False Life

25th July 2020 at 3:44pm
Arcane Concentrate Manipulate Necromancy Occult Somatic Spell Verbal
Level2
ComponentsSomatic Verbal
Cast Time
Range
Area
Target
Save
Duration8 hours

You create a reservoir of vitality from necromantic energy, gaining a number of temporary Hit Points equal to 6 plus your spellcasting ability modifier.

Heightened (+1) The temporary Hit Points increase by 3.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

False Vision

22nd July 2020 at 9:09pm
Arcane Concentrate Illusion Manipulate Material Occult Somatic Spell Uncommon Verbal
Level5
ComponentsMaterial Somatic Verbal
Cast Time
RangeTouch
Area100 foot Burst
Target
Save
DurationUntil the next time you make your daily preparations

You create a false image that fools any attempts to scry on an area.

Any Scrying spell sees, hears, smells, and otherwise detects whatever you wish within the area, rather than what is actually in the area.

You can Sustain the Spell each round to change the illusion as you desire, including playing out a complex scene.

If the scrying spell is of a higher level than false vision, the scryer can attempt a Perception check to disbelieve the illusion, though even if they’re successful, they can’t learn what’s truly going on in the area.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Familiar (Feat)

11th July 2020 at 7:15pm
Ability Class Feat Wizard

You make a pact with creature that serves you and assists your spellcasting.

You gain a Familiar.

Feat Type Class
Level1
ClassWizard

Far Lobber

7th July 2020 at 12:55am
Ability Alchemist Class Feat

You’ve learned how to throw a longer distance.

When you throw an alchemical bomb, it has a range increment of 30 feet instead of the usual 20 feet.

Feat Type Class
Level1
ClassAlchemist

Fascinated

7th July 2020 at 12:23am
Condition

You are compelled to focus your attention on something, distracting you from whatever else is going on around you.

You take a –2 status penalty to Perception and skill checks.

You can’t use actions with the Concentrate trait unless they or their intended consequences are related to the subject of your fascination (as determined by the GM). For instance, you might be able to Seek and Recall Knowledge about the subject, but you likely couldn’t cast a spell targeting a different creature.

This condition ends if a creature uses hostile actions against you or any of your allies.

You're fascinated if you're Reading someone's Lips (using the feat).

Fascinating Performance

26th July 2020 at 1:04am
Feat General Skill

Prerequisites Trained in Performance.

When you Perform, compare your result to the Will DC of one observer.

If you succeed, the target is Fascinated by you for 1 round.

If the observer is in a situation that demands immediate attention, such as combat, you must critically succeed to fascinate it and the Perform action gains the Incapacitation trait. This means it is impossible to fascinate a creature higher level than you.

You must choose which creature you’re trying to fascinate before you roll your check, and the target is then temporarily immune for 1 hour.

If you’re an expert in Performance, you can fascinate up to four observers; if you’re a master, you can fascinate up to 10 observers; and if you’re legendary, you can fascinate any number of observers at the same time.

Feat Type Skill
Level1
SkillPerformance
RequirementT

Fast Healing

27th June 2020 at 8:49pm
Ability

A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.

Fast Movement

23rd July 2020 at 10:48pm
Barbarian Class Feat

Your rage is a frenzy of rapid movements.

While you are raging, you gain a +10-foot status bonus to your Speed.

Feat Type Class
Level4
ClassBarbarian

Fast Recovery

26th July 2020 at 1:48am
Feat General

Prerequisites Constitution 14.

Your body quickly bounces back from afflictions.

You regain twice as many Hit Points from resting.

Each time you succeed at a Fortitude save against an ongoing Disease or Poison, you reduce its stage by 2, or by 1 against a virulent disease or poison.

Each critical success you achieve against an ongoing disease or poison reduces its stage by 3, or by 2 against a virulent disease or poison.

In addition, you reduce the severity of your Drained condition by 2 when you rest for a night instead of by 1.

Feat Type General
Level1

Fatal

7th July 2020 at 12:39am
Weapon Trait

The fatal trait includes a die size.

On a critical hit, the weapon’s damage die increases to that die size instead of the normal die size, and the weapon adds one additional damage die of the listed size.

Fatigued

20th July 2020 at 10:48pm
Condition

You’re tired and can’t summon much energy.

You take a –1 status penalty to AC and saving throws (Fortitude, Reflex, Will).

While exploring, you can’t choose an exploration activity.

You recover from fatigue after a full night’s rest.

You become Fatigued if you fail to Subsist in an environment without food or shelter.

You become Fatigued if you Sustain a Spell for more than 10 minutes, unless the spell has a longer maximum duration.

Fear

22nd July 2020 at 9:11pm
Arcane Concentrate Divine Emotion Enchantment Fear Manipulate Mental Occult Primal Somatic Spell Verbal
Level1
ComponentsSomatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
SaveWill
DurationVaries

You plant fear in the target; it must attempt a Will save.

Heightened (3rd) You can target up to five creatures.

Critical SuccessThe target is unaffected.
SuccessThe target is Frightened 1.
FailureThe target is Frightened 2.
Critical FailureThe target is Frightened 3 and Fleeing for 1 round.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
EmotionThis won't work on creatures with mechanical or artificial intillegence.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Feather Fall

25th July 2020 at 12:09am
Abjuration Arcane Concentrate Primal Reaction Spell Verbal
Level1
ComponentsVerbal
Cast Time
Range60 feet
Area
Target1 falling creature
Save
Duration1 minute

You cause the air itself to arrest a fall.

The target’s fall slows to 60 feet per round, and the portion of the fall during the spell’s duration doesn’t count when calculating Falling damage.

If the target reaches the ground while the spell is in effect, it takes no damage from the fall.

The spell ends as soon as the target lands.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
PrimalThis spell can be identified using Nature.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Feather Step

26th July 2020 at 1:48am
Feat General

Prerequisites Dexterity 14.

You step carefully and quickly.

You can Step into difficult terrain.

Feat Type General
Level1

FeatSummary

25th July 2020 at 5:56pm

Feat Type
Level

Feeblemind

24th July 2020 at 11:30pm
Arcane Concentrate Curse Enchantment Incapacitation Manipulate Mental Occult Somatic Spell Verbal
Level6
ComponentsSomatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
SaveWill
DurationVaries

You dramatically reduce the target's mental faculties. The target must attempt a Will save.

Incapacitation effect: All targets of more than twice the spell level use the result one better than the save they rolled.

Critical SuccessThe target is unaffected.
SuccessThe target is Stupefied 2 for 1 round.
FailureThe target is Stupefied 4 with an unlimited duration.
Critical FailureThe target's intellect is permanently reduced below that of an animal, and it threats its Charisma,Intelligence, and Wisdom modifiers as -5. It loses all class abilities that require mental faculties, including all spellcasting. If the target is a PC, they become an NPC under the GM's control.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IncapacitationThis has reduced effect against creatures of higher level.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Feet to Fins

24th July 2020 at 11:33pm
Arcane Concentrate Manipulate Primal Somatic Spell Verbal
Level3
ComponentsSomatic Verbal
Cast Time
RangeTouch
Area
Target1 willing creature
Save
Duration10 minutes

The target’s feet transform into fins, improving mobility in the water but reducing it on land.

The target gains a swim Speed equal to its normal land Speed, but its land Speed becomes 5 feet.

Heightened (6th) The spell lasts until the next time you make your daily preparations.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Feint

25th July 2020 at 3:10pm
Action Mental Trained

Requirements You are within melee reach of the opponent you attempt to Feint.

With a misleading flourish, you leave an opponent unprepared for your real attack. Attempt a Deception check against that opponent’s Perception DC.

Critical SuccessYou throw your enemy’s defenses against you entirely off. The target is Flat-Footed against melee attacks that you attempt against it until the end of your next turn.
SuccessYour foe is fooled, but only momentarily. The target is Flat-Footed against the next melee attack that you attempt against it before the end of your current turn.
Failure
Critical FailureYour feint backfires. You are Flat-Footed against melee attacks the target attempts against you until the end of your next turn.
Actions 1
Free Hands
SkillDeception 
DefensePerception
Tool
Sub-actions
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
TrainedYou must be trained in the relevant skill to use this. Having Untrained Improvisation is not sufficient.
DeceptionFeint
CharismaDeceptionKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.

Feral Mutagen

23rd July 2020 at 8:13pm
Alchemist Class Feat

Your bestial mutagen brings out the beast lurking within you, granting you especially sharp claws and teeth as well as a ferocious appearance.

Whenever you’re affected by a bestial mutagen you created, you gain the mutagen’s item bonus to your Intimidation checks. In addition, your claws and jaws are increasingly vicious, and they gain the Deadly d10 trait.

Finally, you can increase the mutagen’s penalty to AC from –1 to –2 and, in exchange, increase the damage die size of your claws and jaws by one step.

Feat Type Class
Level8
ClassAlchemist

Ferocity

27th June 2020 at 8:49pm
Action Reaction

Trigger The monster is reduced to 0 HP.

The monster avoids being knocked out and remains at 1 HP, but its Wounded value increases by 1.

When it is wounded 3, it can no longer use this ability.

Actions Reaction
Free Hands
Skill
Defense
Tool
Sub-actions

Fey

25th July 2020 at 5:06pm
Trait

Creatures of the First World are called the fey.

Field of Life

24th July 2020 at 11:36pm
Concentrate Divine Healing Manipulate Necromancy Positive Primal Somatic Spell Verbal
Level6
ComponentsSomatic Verbal
Cast Time
Range30 feet
Area20-foot Burst
Target
Save
DurationSustained up to 1 minute

A field of positive energy fills the area, exuding warmth and rejuvenating those within.

Each living creature that starts its turn in the area regains 1d8 Hit Points, and any Undead creature that starts its turn in the area takes 1d8 positive damage.

Heightened (8th) The healing and damage increase to 1d10.

Heightened (9th) The healing and damage increase to 1d12.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Fiend

25th July 2020 at 5:07pm
Trait

Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends.

Fiends can survive the basic environmental effects of planes in the Outer Sphere.

Fiery Body

24th July 2020 at 11:37pm
Arcane Concentrate Fire Manipulate Polymorph Primal Somatic Spell Transmutation Verbal
Level7
ComponentsSomatic Verbal
Cast Time
Range
Area
TargetYou
Save
Duration1 minute

You become living flame, giving you Fire Immunity, Resistance 10 to precision damage, and Weakness 5 to Cold and to Water .

Any creature that touches you or damages you with an unarmed attack or non-reach melee weapon takes 3d6 Fire damage.

Your unarmed attacks deal 1d4 additional fire damage, and your fire spells deal one additional die of fire damage (of the same damage die the spell uses).

You can cast Produce Flame as an Innate Spell; the casting is reduced from 2 actions to 1.

In fire form, you have a fly Speed of 40 feet and don’t need to breathe.

Heightened (9th) Creatures touching you take 4d6 fire damage instead of 3d6, your unarmed attacks deal 2d4 additional fire damage, and you have a fly Speed of 60 feet.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
FireYou can't use this underwater.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

FindErrors

25th July 2020 at 5:53pm

Spells with no levels

SpellFieldTemplate

Spells with Somatic that don't have Manipulate

Spells with Verbal that don't have Concentrate

Skill actions without modifier trees

Bon Mot
No Cause for Alarm
Reveal Machinations

Feats with no levels

Broken links

AC
Advanced
Alchemical
Alchemical Alacrity
Alchemical Expertise
Alchemical Master
Alchemist’s Tools
Anarchic
Anathema
Ancestry
Ancestry Feat
Animal Instinct
Armor
Axiomatic
Bag of Holding
Bard
Bludgeoning
Bomber
Bottled Lightning)
Broken Threshold
Brutal Critical
Cantrips
Champion
Chaotic
Chirurgeon
Cleric
Cognitive Mutagen
Control Weather
Craft Philosopher’s Stone
Curse
Death
Devastator
Dim Light
Disguise Kit
Downtime
Dragon Instinct
Drain Bonded Item
Drain Familiar
Druid
Dwarf
Elf
Elite
Elixir of Life
Elixir of Rejuvenation
Emotion
Evasion
Evil
Exploration
Fall
Falling
Familiar
Field Discovery
Flanked
Formula
Free
Gallop
Gargantuan
Ghost Touch
Giant Instinct
Goblin
Good
Greater Cover
Greater Field Discovery
Greater Juggernaut
Greater Striking
Halfling
Hand of the Apprentice
Hardness
Healer's Tools
Healer’s Tools
Heavy Armor
Hit Point
Hit Points
Holy
Holy Water
Huge
Human
Immunity
Infused Reagants
Initiative
Innate Spell
Invested
Juggernaut
Juggernaut Mutagen
Lantern
Large
Lawful
Lesser Acid Flask
Lesser Alchemist’s Fire
Lesser Antidote
Lesser Antiplague
Lesser Bestial Mutagen
Lesser Bottled Lightning
Lesser Bullheaded Mutagen
Lesser Cognitive Mutagen
Lesser Juggernaut Mutagen
Lesser Liquid Ice
Lesser Quicksilver Mutagen
Lesser Silvertongue Mutagen
Lesser Tanglefoot Bag
Lesser Thunderstone
Light Armor
Light Armor Expertise
Light Armor Mastery
Line of Effect
Lip Reading
Lizardfolk
Magical
Major Striking
Martial
Medium Armor
Medusa
Misfortune.
Multiple Attack Penalty
Mutagenist
Orc
Perpetual Perfection
Perpetual Potency
Philosopher’s Stone
Poisons
Possession
Precise
Precision
Quick Rage
Quicksilver Mutagen
Range Increment
Rare
Rarity Modifier
Reaction
Recovery Check
Repair Kit
Resistance
Rune
School
Secret
Serene Mutagen
Silvertongue Mutagen
Simple
Slashing
Snare
Sorcerer
Speed
Striking
Sustain an Activation
Talking Corpse
Teleport
Thieves’ Tools
TiddlyWiki
Trained
Travel Speed
True Seeing
Uncommon
Unholy
Unseen Servant
Wall of Force
Warp Mind
Weakness
Weapon Specialization
Wish
Wizard

Finesse

25th July 2020 at 4:55pm
Weapon Trait

You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon.

You still use your Strength modifier when calculating damage.

Finesse is only listed for monster's Strikes if they normally choose to use their Dexterity modifier.

Finger of Death

24th July 2020 at 11:39pm
Concentrate Death Divine Manipulate Necromancy Primal Somatic Spell Verbal
Level7
ComponentsDivine Primal
Cast Time
Range30 feet
Area
Target1 living creature
SaveFortitude
Duration

You point your finger toward the target and speak a word of slaying.

You deal 70 Negative damage to the target with a basic Fortitude save.

If the damage from finger of death reduces the target to 0 Hit Points, the target dies instantly.

Heightened (+1) The damage increases by 10.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Fire

25th July 2020 at 5:07pm
Trait

Effects with the fire trait deal fire damage or either conjure or manipulate fire.

Those that manipulate fire have no effect in an area without fire.

Creatures with this trait are primarily constituted of fire or have a magical connection to that element.

Fire Seeds

24th July 2020 at 11:41pm
Concentrate Evocation Fire Manipulate Plant Primal Somatic Spell Verbal
Level6
ComponentsSomatic Verbal
Cast Time
Range
Area
Target
SaveReflex
Duration1 minute

Four acorns grow in your hand, their shells streaked with pulsing red and orange patterns.

You or anyone else who has one of the acorns can toss it up to 30 feet with an Interact action.

It explodes in a 5-foot Burst, dealing 4d6 fire damage with a basic Reflex save.

The save uses your spell DC, even if someone else throws the acorn.

Flames continue to burn on the ground in the burst for 1 minute, dealing 2d6 fire damage to any creature that enters the flames or ends its turn within them.

A creature can take damage from the continuing flames only once per round, even if it’s in overlapping areas of fire created by different acorns.

When the spell ends, any remaining acorns rot and turn to ordinary soil.

Heightened (8th) The burst’s damage increases to 5d6, and the continuing flames damage increases to 3d6.

Heightened (9th) The burst’s damage increases to 6d6, and the continuing flames damage increases to 3d6.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
FireYou can't use this underwater.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Fire Shield

24th July 2020 at 11:43pm
Arcane Concentrate Evocation Fire Manipulate Primal Somatic Spell Verbal
Level4
ComponentsSomatic Verbal
Cast Time
Range
Area
TargetYou
Save
Duration1 minute

You wreathe yourself in ghostly flames, gaining Cold Resistance 5.

Additionally, adjacent creatures that hit you with a melee attack, as well as creatures that touch you or hit you with an unarmed attack, take 2d6 fire damage each time they do.

Heightened (+2) The cold resistance increases by 5, and the fire damage increases by 1d6.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
FireYou can't use this underwater.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Fireball

24th July 2020 at 11:53pm
Arcane Concentrate Evocation Fire Manipulate Primal Somatic Spell Verbal
Level3
ComponentsSomatic Verbal
Cast Time
Range500 feet
Area20 foot Burst
Target
SaveReflex
Duration

A roaring blast of fire appears at a spot you designate, dealing 6d6 fire damage with a basic Reflex save.

Heightened (+1) The damage increases by 2d6.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
FireYou can't use this underwater.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Flame Strike

24th July 2020 at 11:56pm
Concentrate Divine Evocation Fire Manipulate Somatic Spell Verbal
Level5
ComponentsSomatic Verbal
Cast Time
Range120 feet
Area10-foot radius, 40-foot-tall cylinder
Target
SaveReflex
Duration

You call a rain of divine fire that plummets down from above, dealing 8d6 fire damage with a basic Reflex save.

Because the flame is infused with divine energy, creatures in the area apply only half their usual fire resistance.

Creatures that are immune to fire, instead of gaining the usual benefit of immunity, treat the results of their saving throws as one degree of success better.

Heightened (+1) The damage increases by 2d6.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
FireYou can't use this underwater.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Flaming Sphere

24th July 2020 at 11:58pm
Arcane Concentrate Evocation Fire Manipulate Primal Somatic Spell Verbal
Level2
ComponentsSomatic Verbal
Cast Time
Range30 feet
Area1 5-foot square
Target
SaveReflex
DurationSustained up to 1 minute

You create a sphere of flame in a square within range.

The sphere must be supported by a solid surface, such as a stone floor.

The sphere deals 3d6 fire damage to each creature in the square where it first appears; each creature must attempt a basic Reflex save.

On subsequent rounds, you can Sustain this Spell, leaving the sphere in its square or rolling it to another square within range and dealing 3d6 fire damage; each creature in its square must attempt a basic Reflex save.

Creatures that succeed at their save take no damage (instead of half).

Heightened (+1) The damage increases by 1d6.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
FireYou can't use this underwater.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Flanking

22nd July 2020 at 9:41pm
Rule

When you and an ally are flanking a foe, it has a harder time defending against you.

A creature is Flat-Footed to creatures that are flanking it.

To flank a foe, you and your ally must be on opposites sides or corners of the creature. A line drawn between the center of your space and the center of your ally’s space must pass through opposite sides or opposite corners of the foe’s space.

Additionally, both you and the ally have to be able to act, must be wielding melee weapons or able to make an unarmed attack, can’t be under any effects that prevent you from attacking, and must have the enemy within reach. If you are wielding a Reach weapon, you use your reach with that weapon for this purpose.

ForesightFlankingPrevents flat-footed when flanked.

Flat-Footed

26th June 2020 at 5:37pm
Condition

You’re distracted or otherwise unable to focus your full attention on defense.

You take a –2 circumstance penalty to AC.

Some effects give you the flat-footed condition only to certain creatures or against certain attacks. Others— especially conditions—can make you universally flatfooted against everything. If a rule doesn’t specify that the condition applies only to certain circumstances, it applies to all of them; for example, many effects simply say “The target is flat-footed.”

Aquatic CombatFlat-FootedYou're flat-footed when underwater if you don't have a swim speed.
AmphibiousAquatic CombatRemoves -2 penalty on bludgeoning and slashing unarmed strikes.
AquaticAquatic CombatRemoves -2 penalty for bludgeoning and slashing unarmed Strikes.
Underwater MarauderAquatic CombatNot flat-footed and ignore penalties for bludgeoning/slashing.
Come and Get MeFlat-FootedYou're flat-footed after using this in a rage.
FlankingFlat-FootedYou're flat-footed to anyone flanking you.
ForesightFlankingPrevents flat-footed when flanked.
InclineFlat-FootedYou're flat-footed while climbing an incline.
Narrow SurfaceFlat-FootedYou're flat footed on a narrow surface.
Steady BalanceNarrow SurfaceMakes you not flat-footed on narrow surfaces.
Nature's EnmityFlat-FootedSwarming creatures can cause flat-footed.
ProneFlat-FootedFlat-footed when Prone.
Nimble CrawlProneIf legendary Acrobatics, not flat-footed while Prone
Uneven GroundFlat-FootedYou're flat-footed on uneven ground.
Steady BalanceUneven GroundMakes you not flat-footed on uneven ground.

Fleeing

26th June 2020 at 5:38pm
Condition

You’re forced to run away due to fear or some other compulsion.

On your turn, you must spend each of your actions trying to escape the source of the fleeing condition as expediently as possible (such as by using move actions to flee, or opening doors barring your escape). The source is usually the effect or caster that gave you the condition, though some effects might define something else as the source.

You can’t Delay or Ready while fleeing.

Fleet

30th June 2020 at 10:29am
Feat General

You move more quickly on foot.

Your Speed increases by 5 feet.

Feat Type General
Level1

Fleet Step

25th July 2020 at 3:59pm
Arcane Concentrate Manipulate Primal Somatic Spell Transmutation Verbal
Level1
ComponentsSomatic Verbal
Cast Time
Range
Area
Target
Save
Duration1 minute

You gain a +30-foot status bonus to your Speed.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Flesh to Stone

25th July 2020 at 12:15am
Arcane Concentrate Manipulate Primal Somatic Spell Transmutation Verbal
Level6
ComponentsSomatic Verbal
Cast Time
Range120 feet
Area
Target1 creature made of flesh
SaveFortitude
DurationVaries

You try to turn the target’s flesh into stone.

The target must attempt a Fortitude save.

Critical SuccessThe target is unaffected.
SuccessThe target is Slowed 1 for 1 round.
FailureThe target is Slowed 1 and must attempt a Fortitude save at the end of each of its turns. This ongoing save has the Incapacitation trait (so creatures of higher level promote their saving throws). On a failed save, the slowed condition increases by 1 (or 2 on a critical failure). A successful save reduces the Slowed condition by 1. When a creature is unable to act due to the slowed condition from Flesh to Stone, the creature is petrified permanently. The spell ends if the creature is petrified or the slowed condition is removed.
Critical FailureAs failure, but the target is initially slowed 2.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Floating Disk

25th July 2020 at 12:17am
Arcane Concentrate Conjuration Force Manipulate Primal Somatic Spell Verbal
Level1
ComponentsSomatic Verbal
Cast Time
Range
Area
Target
Save
Duration8 hours

A disk of magical force materializes adjacent to you.

This disk is 2 feet in diameter and follows 5 feet behind you, floating just above the ground.

It holds up to 5 Bulk of objects (though they must be able to fit and balance on its surface).

Any objects atop the disk fall to the ground when the spell ends.

The spell ends if a creature tries to ride atop the disk, if the disk is overloaded, if anyone tries to lift or force the disk higher above the ground, or if you move more than 30 feet away from the disk.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Flourish

27th June 2020 at 11:31pm
Trait

Actions with this trait are special techniques that require too much exertion for you to perform frequently. You can use only 1 action with the flourish trait per turn.

Fly

4th July 2020 at 7:19pm
Action Move

Requirements You have a fly Speed.

You move through the air up to your fly Speed.

Moving upward (straight up or diagonally) uses the rules for moving through Difficult Terrain.

You can move straight down 10 feet for every 5 feet of movement you spend.

If you Fly to the ground, you don’t take Falling damage.

You can use an action to Fly 0 feet to hover in place.

If you’re airborne at the end of your turn and didn’t use a Fly action this round, you fall.

Actions 1
Free Hands
Skill
Defense
Tool
Sub-actions

Fly (Spell)

25th July 2020 at 12:19am
Arcane Concentrate Manipulate Occult Primal Somatic Spell Transmutation Verbal
Level4
ComponentsSomatic Verbal
Cast Time
RangeTouch
Area
Target1 creature
Save
Duration5 minutes

The target can soar through the air, gaining a fly Speed equal to its Speed or 20 feet, whichever is greater.

Heightened (7th) The duration increases to 1 hour.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Focus

27th June 2020 at 11:13pm

A focus is an object that funnels the magical energy of the spell.

The spell gains the Manipulate trait and requires you to either have a free hand to retrieve the focus listed in the spell or already be holding the focus in your hand.

As part of Casting the Spell, you retrieve the focus (if necessary), manipulate it, and can stow it again if you so choose.

You can't retrieve or stow a Focus component in the same action as Casting the Spell if you're substituting the Focus component for another type of component.

Foci tend to be expensive, and you need to acquire them in advance to Cast the Spell.

Foil Senses

26th July 2020 at 1:05am
Feat General Skill

Prerequisites Master in Stealth.

You are adept at foiling creatures’ special senses and cautious enough to safeguard against them at all times.

Whenever you use the Avoid Notice, Hide, or Sneak actions, you are always considered to be taking precautions against special senses.

Feat Type Skill
Level7
SkillStealth
RequirementM

Follow the Expert

22nd July 2020 at 10:13pm
Activity Auditory Concentrate Exploration Visual

Choose an ally attempting a recurring skill check while exploring, such as Climbing, or performing a different exploration tactic that requires a skill check (like Avoid Notice).

The ally must be at least an expert in that skill and must be willing to provide assistance.

While Following the Expert, you match their tactic or attempt similar skill checks.

Thanks to your ally’s assistance, you can add your level as a proficiency bonus to the associated skill check, even if you’re untrained.

Additionally, you gain a circumstance bonus to your skill check based on your ally’s proficiency (+2 for expert, +3 for master, and +4 for legendary).

A skilled character can help out less skilled allies who choose to Follow the Expert. This is a good way to help a character with a low Stealth modifier sneak around, get a character with poor Athletics up a steep cliff, and so on.

Usually, a character who is Following the Expert can’t perform other exploration activities or follow more than one person at a time.

AuditoryThis works only against creatures that can hear it and are not Deafened.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).
VisualThis works only against creatures that can see it and are not Blinded.
Quiet AlliesFollow the ExpertFollowing Stealth expert with this, make one roll as a group.

Forager

26th July 2020 at 1:06am
Feat General Skill

Prerequisites Trained in Survival.

While using Survival to Subsist, if you roll any result worse than a success, you get a success.

On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many creatures as on a success.

Each time your proficiency rank in Survival increases, double the number of additional creatures you can take care of on a success (to eight if you’re an expert, 16 if you’re a master, or 32 if you’re legendary). You can choose to care for half the number of additional creatures and provide a comfortable living instead of subsistence living.

Multiple smaller creatures or creatures with significantly smaller appetites than a human are counted as a single creature for this feat, and larger creatures or those with significantly greater appetites each count as multiple creatures. The GM determines how much a non-human creature needs to eat.

Feat Type Skill
Level1
SkillSurvival
RequirementT

Forbidding Ward

25th July 2020 at 12:21am
Abjuration Cantrip Concentrate Divine Manipulate Occult Somatic Spell Verbal
Level1
ComponentsSomatic Verbal
Cast Time
Range30 feet
Area
Target1 ally and 1 enemy
Save
DurationSustained up to 1 minute

You ward an ally against the attacks and hostile spells from the target enemy.

The target ally gains a +1 status bonus to Armor Class and saving throws against the target enemy’s attacks, spells, and other effects.

Heightened (6th) The status bonus increases to +2.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Force Open

20th July 2020 at 10:44pm
Action Attack Untrained

Using your body, a lever, or some other tool, you attempt to forcefully open a door, window, container or heavy gate. With a high enough result, you can even smash through walls.

Without a crowbar, prying something open takes a –2 item penalty to the Athletics check to Force Open.

Critical SuccessYou open the door, window, container, or gate and can avoid damaging it in the process.
SuccessYou break the door, window, container, or gate open, and the door, window, container, or gate gains the broken condition. If it’s especially sturdy, the GM might have it take damage but not be broken.
Failure
Critical FailureYour attempt jams the door, window, container, or gate shut, imposing a –2 circumstance penalty on future attempts to Force it Open.
Actions 1
Free Hands
SkillAthletics 
Defense
Tool
Sub-actions
AttackThis is affected by Multiple Attack Penalty.
AthleticsForce Open
StrengthAthleticsKey ability for this skill.
EnfeebledStrengthReduces Strength by the condition value.
SickenedStrengthReduces Strength by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.

Forced Movement

4th July 2020 at 6:51pm
Rule

When an effect forces you to move, or if you start falling, the distance you move is defined by the effect that moved you, not by your Speed.

Because you’re not acting to move, this doesn’t trigger reactions triggered by movement.

Forceful

7th July 2020 at 12:40am
Weapon Trait

This weapon becomes more dangerous as you build momentum.

When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Forensic Acumen

30th July 2020 at 1:36am
Feat General Skill

You understand the principles of forensic medicine, making you better at examining a body to determine the cause of death or injury.

You can perform a forensic examination on a body, as described under Recall Knowledge in the Medicine skill, in half the normal amount of time it would take (to a minimum of 5 minutes).

If you succeed at your check, you can attempt an immediate check to Recall Knowledge to follow up on something you found, with a +2 circumstance bonus. This check is usually related to the cause of injury or death, such as a Crafting check to identify a poison or weapon that was used or an additional Medicine check to identify a specific disease.

If you prefer, you can instead attempt to Recall Knowledge about the type of creature whose body you were examining, using the appropriate skill and gaining the same circumstance bonus.

The circumstance bonus increases to +3 if you have master proficiency in Medicine and +4 if you have legendary proficiency.

Feat Type Skill
Level1
SkillMedicine
RequirementT

Foresight

25th July 2020 at 12:28am
Arcane Concentrate Divination Divine Manipulate Mental Occult Prediction Somatic Spell Verbal
Level9
ComponentsSomatic Verbal
Cast Time
RangeTouch
Area
Target1 creature
Save
Duration1 hour

You gain a sixth sense that warns you of danger that might befall the target of the spell.

If you choose a creature other than yourself as the target, you create a psychic link through which you can inform the target of danger. This link is a Mental effect.

Due to the amount of information this spell requires you to process, you can’t have more than one foresight spell in effect at a time. Casting foresight again ends the previous foresight.

While foresight is in effect, the target gains a +2 status bonus to Initiative rolls and isn’t Flat-Footed against Undetected creatures or when Flanked.

In addition, you gain the following reaction.

Trigger The target of your Foresight spell defends against a hostile creature or other danger.

If the hostile creature or danger forces the target to roll dice (a saving throw, for example), the target rolls twice and uses the higher result, and this spell gains the Fortune trait.

If the hostile creature or danger is rolling against the target (an attack roll or skill check, for example), that hostile creature or danger rolls twice and uses the lower result, and this spell gains the Misfortune trait.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Fortitude

12th July 2020 at 5:42pm
Save

A Fortitude save is used to avoid negative effects by toughing them out.

Fortitude is governed by Constitution.

Being Drained, Fatigued, Sickened or Frightened reduces your Fortitude rolls.

Fortitude saves are used:

This is used to defend against:

And to save against these spells:

Breath ControlFortitudeGives +1 circumstance and promotion to saves against inhaled threats.
ConstitutionFortitudeKey ability for this save.
DrainedConstitutionReduces Constitution by the condition value.
Fast RecoveryDrainedIncreases the effectiveness of saves.
FrightenedConstitutionReduces all checks and DCs.
SickenedConstitutionReduces Constitution by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
Divine AuraFortitudeGives +1/+2 status.
Divine VesselFortitudeGives +1 status bonus against spells.
FatiguedFortitudeGives -1 status to saves.
Forbidding WardFortitudeGives +1/+2 status against a specific enemy.
FrightenedFortitudeReduces all checks and DCs.
Mage ArmorFortitudeGives +1/+2/+3 item bonus.
Mind BlankFortitudeGives +4 status vs mental effects.
Phantom SteedFortitudePhantom Steeds fail all saves.
Poison ResistanceFortitudeGives +1 status vs poisons.
ProtectionFortitudeGives +1 status vs named alignment.
Sanctified GroundFortitudeGives +1 status against named creatures.
SootheFortitudeGives +2 status vs Mental.

Fortune

29th June 2020 at 8:39pm
Trait

A fortune effect beneficially alters how you roll your dice.

You can never have more than one fortune effect alter a single roll. If multiple fortune effects would apply, you have to pick which to use.

If a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally.

Free-Hand

7th July 2020 at 12:40am
Weapon Trait

This weapon doesn’t take up your hand, usually because it is built into your armor.

A free-hand weapon can’t be Disarmed.

You can use the hand covered by your free-hand weapon to wield other items, perform manipulate actions, and so on.

You can’t attack with a free-hand weapon if you’re wielding anything in that hand or otherwise using that hand.

When you’re not wielding anything and not otherwise using the hand, you can use abilities that require you to have a hand free as well as those that require you to be wielding a weapon in that hand.

Each of your hands can have only one free‑hand weapon on it.

FreeAction

22nd July 2020 at 10:40pm

Freedom of Movement

25th July 2020 at 12:32am
Abjuration Arcane Concentrate Divine Manipulate Primal Somatic Spell Verbal
Level4
ComponentsSomatic Verbal
Cast Time
RangeTouch
Area
Target1 creature touched
Save
Duration10 minutes

You repel effects that would hinder a creature or slow its movement.

While under this spell’s effect, the target ignores effects that would give them a circumstance penalty to Speed.

When they attempt to Escape an effect that has them Immobilized, Grabbed, or Restrained, they automatically succeed unless the effect is magical and of a higher level than the freedom of movement spell.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Friendly

26th June 2020 at 5:39pm
Condition

This condition reflects a creature’s disposition toward a particular character, and it affects only creatures that are not player characters.

A creature that is friendly to a character likes that character.

The character can attempt to make a Request of a friendly creature, and the friendly creature is likely to agree to a simple and safe request that doesn’t cost it much to fulfill.

If the character or one of their allies uses hostile actions against the creature, the creature gains a worse attitude condition depending on the severity of the hostile action, as determined by the GM.

Frightened

22nd July 2020 at 11:56am
Condition

You’re gripped by fear and struggle to control your nerves.

The frightened condition always includes a value. You take a status penalty equal to this value to all your checks and DCs.

Unless specified otherwise, at the end of each of your turns, the value of your frightened condition decreases by 1.

Frightful Presence

6th July 2020 at 11:05pm
Ability Aura Emotion Fear Mental

A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster’s Frightful Presence for 1 minute.

Critical SuccessThe creature is unaffected by the presence.
SuccessThe creature is Frightened 1.
FailureThe creature is Frightened 2.
Critical FailureThe creature is Frightened 4.
EmotionThis won't work on creatures with mechanical or artificial intillegence.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.

Fungus

25th July 2020 at 5:08pm
Trait

Fungal creatures have the fungus trait.

They are distinct from normal fungi.

Furious Bully

25th July 2020 at 5:48pm
Barbarian Class Feat

You bully foes across the battlefield.

While raging, you gain a +2 circumstance bonus to Athletics checks for Attack actions.

Affected actions are:

Disarm
Force Open
Grapple
Trip
Feat Type Class
Level8
ClassBarbarian

Furious Finish

23rd July 2020 at 10:35pm
Action Barbarian Class Feat Rage

Desperate to finish the fight, you pour all your rage into one final blow.

Make a Strike.

If it hits, you gain a circumstance bonus to damage equal to the number of rounds remaining in your Rage (maximum 10).

After this Strike, your Rage immediately ends, and you are Fatigued until you rest for at least 10 minutes.

Actions 1
Free Hands
Skill
Defense
Tool
Sub-actionsStrike
Feat Type Class
Level2
ClassBarbarian
RageYou have to be raging to use this.

Furious Sprint

25th July 2020 at 6:05pm
Action Barbarian Class Feat Move Rage

You rush forward.

Stride up to five times your Speed in a straight line.

You can increase the number of actions this activity takes to 3 to Stride up to eight times your Speed in a straight line instead.

Actions 2
Free Hands
Skill
Defense
Tool
Sub-actionsStride
Feat Type Class
Level10
ClassBarbarian
RageYou have to be raging to use this.
StrideFurious Sprint
Difficult TerrainStrideIncreases the cost of movement.
Feather StepDifficult TerrainAllows you to step into difficult terrain.
Water SprintStrideWalk across water in a single action.

Gaseous Form

27th July 2020 at 11:15pm
Arcane Concentrate Manipulate Occult Polymorph Primal Somatic Spell Transmutation Verbal
Level4
ComponentsSomatic Verbal
Cast Time
RangeTouch
Area
Target1 willing creature
Save
Duration5 minutes

The target transforms into a vaporous state.

In this state, the target is amorphous and loses any item bonus to AC.

It gains resistance 8 to physical damage and is immune to precision damage.

It can’t cast spells, activate items, or use actions that have the Attack or Manipulate trait.

It gains a fly Speed of 10 feet and can slip through tiny cracks.

The target can Dismiss the spell.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Gate

25th July 2020 at 2:49pm
Arcane Concentrate Conjuration Divine Manipulate Occult Somatic Teleportation Uncommon Verbal
Level10
ComponentsSomatic Verbal
Cast Time
Range120 feet
Area
Target
Save
DurationSustained up to 1 minute

You tear open a rift to another plane, creating a portal that creatures can travel through in either direction.

This portal is vertical and circular, with a radius of 40 feet.

The portal appears at a location of your choice on the destination plane, assuming you have a clear idea of both the destination’s location on the plane and what the destination looks like.

If you attempt to create a gate into or out of the realm of a deity or another powerful being, that being can prevent the gate from forming.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Gather Information

25th July 2020 at 3:17pm
Action Exploration Secret

You canvass local markets, taverns, and gathering places in an attempt to learn about a specific individual or topic.

The GM determines the DC of the Diplomacy check and the amount of time it takes (typically 2 hours, but sometimes more), along with any benefit you might be able to gain by spending coin on bribes, drinks, or gifts.

Critical Success
SuccessYou collect information about the individual or topic. The GM determines the specifics.
Failure
Critical FailureYou collect incorrect information about the individual or topic.
Actions
Free Hands
SkillDiplomacy 
Defense
Tool
Sub-actions
ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).
SecretThe GM makes the roll for this in secret.
HobnobberGather InformationTakes half time and prevents fumbles if Master.
Schooled in SecretsGather InformationUse Occultism for information about cults and sects.
StreetwiseGather InformationCan use Society instead of Diplomacy.
DiplomacyGather Information
CharismaDiplomacyKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.

General

26th July 2020 at 1:50am

Genie

25th July 2020 at 5:08pm
Trait

The diverse families of genies hold positions of prominence on the Elemental Planes.

They have powerful magical abilities.

Genius Mutagen

23rd July 2020 at 9:47pm
Alchemist Class Feat

Specialized tweaks to your formula that supplements your genius considerably broaden the benefits you gain from cognitive mutagens.

When you’re affected by a Cognitive Mutagen you created, you also gain the mutagen’s item bonus to Deception, Diplomacy, Intimidation, Medicine, Nature, Performance, Religion, and Survival checks.

In addition, you can communicate telepathically with creatures within 60 feet with whom you share a language. The communication is twoway once you establish it, so a creature you contact can also communicate with you.

Feat Type Class
Level16
ClassAlchemist

Gentle Repose

25th July 2020 at 2:52pm
Arcane Concentrate Divine Manipulate Necromancy Occult Primal Somatic Spell Verbal
Level2
ComponentsSomatic Verbal
Cast Time
RangeTouch
Area
Target1 corpse
Save
DurationUntil the next time you make your daily preparations

The targeted corpse doesn’t decay, nor can it be transformed into an undead.

If the corpse is subject to a spell that requires the corpse to have died within a certain amount of time (for example, Raise Dead), do not count the duration of gentle repose against that time.

This spell also prevents ordinary bugs and pests (such as maggots) from consuming the body.

Heightened (5th) The spell’s duration is unlimited, but the spell takes one more action to cast and requires a material component and a cost (embalming fluid worth 6 gp).

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Ghost

25th July 2020 at 5:08pm
Trait

Lost souls that haunt the world as incorporeal undead are called ghosts.

Ghost Sound

25th July 2020 at 2:54pm
Arcane Auditory Cantrip Concentrate Illusion Manipulate Occult Somatic Spell Verbal
Level1
ComponentsSomatic Verbal
Cast Time
Range30 feet
Area
Target
Save
DurationSustained

You create an auditory illusion of simple sounds that has a maximum volume equal to four normal humans shouting.

The sounds emanate from a square you designate within range.

You can’t create intelligible words or other intricate sounds (such as music).

Heightened (3rd) The range increases to 60 feet.

Heightened (5th) The range increases to 120 feet.

ArcaneThis spell can be identified using Arcana.
AuditoryThis works only against creatures that can hear it and are not Deafened.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Ghostly Weapon

25th July 2020 at 2:56pm
Arcane Concentrate Manipulate Occult Somatic Spell Transmutation Verbal
Level3
ComponentsSomatic Verbal
Cast Time
RangeTouch
Area
Target1 non-magical weapon that is either unattended or wielded by you or a willing ally
Save
Duration5 minutes

The target weapon becomes translucent and ghostly, and it can affect material and incorporeal creatures and objects.

It can be wielded by a corporeal or incorporeal creature and gains the effects of the Ghost Touch property rune.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Ghoul Fever

25th July 2020 at 3:04pm
Affliction Disease

Level 3

Stage 1 carrier with no ill effects (1 day);

Stage 2 3d8 negative damage and the creature regains half as many Hit Points from all healing (1 day);

Stage 3 as stage 2 (1 day);

Stage 4 3d8 negative damage and the creature gains no benefit from healing (1 day);

Stage 5 as stage 4 (1 day);

Stage 6 the creature dies and rises as a ghoul at the next midnight.

The Fortitude DC is determined by the spell that inflicted this disease.

Ghoulish Cravings

25th July 2020 at 3:00pm
Attack Concentrate Disease Divine Evil Manipulate Necromancy Occult Somatic Spell Verbal
Level2
ComponentsSomatic Verbal
Cast Time
RangeTouch
Area
Target1 creature
SaveFortitude
Duration

You touch the target to afflict it with ghoul fever, infesting it with hunger and a steadily decreasing connection to positive energy; the target must attempt a Fortitude save.

Critical SuccessThe target is unaffected.
SuccessThe target is afflicted with Ghoul Fever at stage 1.
FailureThe target is afflicted with Ghoul Fever at stage 2.
Critical FailureThe target is afflicted with Ghoul Fever at stage 3.

Level 3

Stage 1 carrier with no ill effects (1 day);

Stage 2 3d8 negative damage and the creature regains half as many Hit Points from all healing (1 day);

Stage 3 as stage 2 (1 day);

Stage 4 3d8 negative damage and the creature gains no benefit from healing (1 day);

Stage 5 as stage 4 (1 day);

Stage 6 the creature dies and rises as a ghoul at the next midnight.

The Fortitude DC is determined by the spell that inflicted this disease.

AttackThis is affected by Multiple Attack Penalty.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
EvilEvil damage harms only good creatures.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Giant's Stature

23rd July 2020 at 11:26pm
Action Barbarian Feat Instinct Polymorph Primal Rage Transmutation

Prerequisites Giant Instinct.

Requirements You are Medium or smaller.

You grow to incredible size.

You become Large , increasing your reach by 5 feet and gaining the Clumsy 1 condition until you stop raging.

Your equipment grows with you.

Actions 1
Free Hands
Skill
Defense
Tool
Sub-actions
Feat Type
Level6
PrimalThis spell can be identified using Nature.
RageYou have to be raging to use this.

Glad-Hand

26th July 2020 at 1:07am
Feat General Skill

Prerequisites Expert in Diplomacy.

First impressions are your strong suit.

When you meet someone in a casual or social situation, you can immediately attempt a Diplomacy check to Make an Impression on that creature rather than needing to converse for 1 minute.

You take a –5 penalty to the check.

If you fail or critically fail, you can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result.

Feat Type Skill
Level2
SkillDiplomacy
RequirementE

Glean Contents

30th July 2020 at 1:38am
Feat General Skill

You are adept at quickly scanning loose papers and carefully discerning the contents of sealed letters without damaging the seal.

You can attempt Society checks to Decipher Writing on a message that is only partially glimpsed, upside down or reversed from your perspective, or even sealed.

However, on a critical failure, the recipient is made aware of your efforts (for instance, you damage the seal or disturb the papers in some way).

When using this feat to decipher sealed letters, your attempt to Decipher Writing gains the Manipulate trait.

This feat doesn’t prevent witnesses from noticing your efforts, particularly with sealed letters which you must manipulate directly in order to read; you might need to attempt Deception or Stealth checks to avoid being noticed.

Feat Type Skill
Level1
SkillSociety
RequirementT

Glib Mutagen

23rd July 2020 at 9:36pm
Alchemist Class Feat

Your Silvertongue Mutagen transcends languages and plausibility.

When affected by a silvertongue mutagen you have created, you ignore circumstance penalties to Deception, Diplomacy, Intimidation, and Performance checks.

In addition, your words transcend linguistic barriers; everyone listening to you speak hears your words as if you were speaking in their own language (though you do not actually speak that language, nor does this ability allow you to understand any additional languages).

Feat Type Class
Level14
ClassAlchemist

Glibness

25th July 2020 at 3:07pm
Concentrate Enchantment Manipulate Mental Occult Somatic Spell Uncommon Verbal
Level4
ComponentsSomatic Verbal
Cast Time
Range
Area
TargetYou
Save
Duration10 minutes

Falsehoods pass your lips as smoothly as silk.

You gain a +4 status bonus to Deception checks to Lie and against Perception checks to discern if you are telling the truth, and you add your level even if you’re untrained.

If the implausibility of your lies prompts a circumstance penalty or a DC increase, reduce that penalty or increase by half.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Glitterdust

25th July 2020 at 3:39pm
Arcane Concentrate Evocation Manipulate Primal Somatic Spell Verbal
Level2
ComponentsSomatic Verbal
Cast Time
Range120 feet
Area10 foot Burst
Target
SaveReflex
Duration

Creatures in the area are outlined by glittering dust.

Each creature must attempt a Reflex save.

If a creature has its invisibility negated by this spell, it is Concealed instead of Invisible.

This applies both if the creature was already invisible and if it benefits from new invisibility effects before the end of the invisibility negation effect from this spell.

Critical SuccessThe target is unaffected.
SuccessThe target’s invisibility is negated for 2 rounds.
FailureThe target is Dazzled for 1 minute and its invisibility is negated for 1 minute.
Critical FailureThe target is Blinded for 1 round and dazzled for 10 minutes. Its invisibility is negated for 10 minutes.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Globe of Invulnerability

25th July 2020 at 3:42pm
Abjuration Arcane Concentrate Divine Manipulate Occult Somatic Spell Uncommon Verbal
Level4
ComponentsSomatic Verbal
Cast Time
Range
Area10-foot Burst centered on one corner of your space
Target
Save
Duration10 minutes

You create an immobile globe around yourself that attempts to Counteract any spell from outside the globe whose area or targets enter into the globe, as if the globe were a Dispel Magic spell 1 level lower than its actual spell level.

If the counteract attempt succeeds, it prevents only the portion of the spell that would have entered the globe (so if the spell also has targets outside the globe, or part of its area is beyond the globe, those targets or that area is affected normally).

You must form the sphere in an unbroken open space, so its edges don’t pass through any creatures or objects, or the spell is lost (though creatures can enter the globe after the spell is cast).

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Glyph of Warding

27th July 2020 at 11:15pm
Abjuration Arcane Concentrate Divine Manipulate Material Occult Primal Somatic Spell Verbal
Level3
ComponentsMaterial Somatic Verbal
Cast Time10 minutes
RangeTouch
Area
Target1 container or a 10-foot-by-10-foot area
Save
DurationUnlimited

You craft a trap by binding a hostile spell into a symbol.

While Casting this Spell, you also Cast a Spell of a lower spell level to store in the glyph.

The stored spell must take 3 actions or fewer to cast, have a hostile effect, and target one creature or have an area.

You can set a password, a trigger, or both for the glyph.

Any creature that moves, opens, or touches the target container or enters the target area that doesn’t speak the password or that matches the trigger activates the glyph, releasing the harmful spell within.

Once a spell is stored in the glyph, the glyph gains all the traits of that spell.

If the stored spell targets one or more creatures, it targets the creature that set off the glyph.

If it has an area, that area is centered on the creature that set off the glyph.

Glyph of warding’s duration ends when the glyph is triggered.

The glyph counts as a magical trap, using your spell DC for both the Perception check to notice it and the Thievery check to disable it; both checks require the creature attempting them to be trained in order to succeed.

You can Dismiss glyph of warding.

The maximum number of glyphs of warding you can have active at a time is equal to your spellcasting ability modifier.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Goblin Pox

25th July 2020 at 4:02pm
Arcane Attack Concentrate Disease Manipulate Necromancy Primal Somatic Spell Verbal
Level1
ComponentsSomatic Verbal
Cast Time
RangeTouch
Area
Target1 creature
Save
Duration

Your touch afflicts the target with goblin pox, an irritating allergenic rash. The target must attempt a Fortitude save.

Critical SuccessThe target is unaffected.
SuccessThe target is Sickened 1.
FailureThe target is afflicted with Goblin Pox at stage 1.
Critical FailureThe target is afflicted with Goblin Pox at stage 2.

Goblin Pox (disease); Level 1. Goblins and goblin dogs are immune.

Stage 1 sickened 1 (1 round).

Stage 2 sickened 1 and slowed 1 (1 round).

Stage 3 sickened 1 and the creature can’t reduce its sickened value below 1 (1 day).

ArcaneThis spell can be identified using Arcana.
AttackThis is affected by Multiple Attack Penalty.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Grab

27th June 2020 at 8:55pm
Action

Requirements The monster’s last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.

The monster automatically grabs the target until the end of the monster’s next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can’t be used to Strike creatures until the grab is ended.

Using Grab extends the duration of the monster’s Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.

Grab is a monster ability. The more normal equivalent ability for PCs is Grapple.

Actions 1
Free Hands
Skill
Defense
Tool
Sub-actions

Grab an Edge

25th July 2020 at 3:49pm
Action Manipulate Reaction

Trigger You fall from or past an edge or handhold.

Requirements Your hands are not tied behind your back or otherwise restrained.

When you fall off or past an edge or other handhold, you can try to grab it, potentially stopping your fall.

You must succeed at a Reflex save, usually at the Climb DC. If you have Steady Balance, you can make an Acrobatics check instead. If you have Rapid Mantel, you can make an Athletics check instead.

If you grab the edge or handhold, you can then Climb up using Athletics. If you have Rapid Mantel, you can immediately climb onto the surface and stand.

Critical SuccessYou grab the edge or handhold, whether or not you have a hand free, typically by using a suitable held item to catch yourself (catching a battle axe on a ledge, for example). You still take damage from the distance fallen so far, but you treat the fall as though it were 30 feet shorter.
SuccessIf you have at least one hand free, you grab the edge or handhold, stopping your fall. You still take damage from the distance fallen so far, but you treat the fall as though it were 20 feet shorter. If you have no hands free, you continue to fall as if you had failed the check.
Failure
Critical FailureYou continue to fall, and if you’ve fallen 20 feet or more before you use this reaction, you take 10 bludgeoning damage from the impact for every 20 feet fallen.
Actions Reaction
Free Hands
SkillReflex 
Defense
Tool
Sub-actions
ManipulateThis may provoke Attack of Opportunity and other reactions.
Rapid MantelGrab an EdgeUse Athletics instead of Reflex and clamber up in same action.
Steady BalanceGrab an EdgeCan use Acrobatics instead of Reflex.
ReflexGrab an Edge
Breath ControlReflexGives +1 circumstance and promotion to saves against inhaled threats.
CoverReflexGives +2/+4 circumstance saves against area effects.
Mounted CombatCoverYou have lesser cover if your mount would be in the way of an attack.
DexterityReflexKey ability for this save.
ClumsyDexterityGives status penalty to Dexterity equal to condition value.
FrightenedDexterityReduces all checks and DCs.
SickenedDexterityReduces Dexterity by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
Divine AuraReflexGives +1/+2 status.
Divine VesselReflexGives +1 status bonus against spells.
FatiguedReflexGives -1 status to saves.
Forbidding WardReflexGives +1/+2 status against a specific enemy.
Mage ArmorReflexGives +1/+2/+3 item bonus.
Mind BlankReflexGives +4 status vs mental effects.
Mounted CombatReflexYou take -2 circumstance to Reflex when mounted.
Phantom SteedReflexPhantom Steeds fail all saves.
Poison ResistanceReflexGives +1 status vs poisons.
ProtectionReflexGives +1 status vs named alignment.
Sanctified GroundReflexGives +1 status against named creatures.
SootheReflexGives +2 status vs Mental.
Take CoverReflexCan give a +4 circumstance bonus.

Grabbed

26th June 2020 at 5:40pm
Condition

You’re held in place by another creature, giving you the Flat-Footed and Immobilized conditions.

If you attempt a Manipulate action while grabbed, you must succeed at a DC 5 flat check or it is lost; roll the check after spending the action, but before any effects are applied.

Freedom of MovementGrabbedAllows auto Escape success against lower level effects.

Grapple

20th July 2020 at 10:45pm
Action Attack Weapon Trait

Requirements You have at least one free hand. Your target cannot be more than one size larger than you unless you have Titan Wrestler in which case it can be two or three sizes larger, based on your Athletics.

You attempt to grab an opponent with your free hand. You can also Grapple to keep your hold on a creature you already grabbed.

Attempt an Athletics check against their Fortitude DC.

Critical SuccessYour opponent is Restrained until the end of your next turn unless you move or your opponent Escapes.
SuccessYour opponent is Grabbed until the end of your next turn unless you move or your opponent Escapes.
FailureYou fail to grab your opponent. If you already had the opponent grabbed or restrained using a Grapple, those conditions on that creature end.
Critical FailureIf you already had the opponent grabbed or restrained, it breaks free. Your target can either grab you, as if it succeeded at using the Grapple action against you, or force you to fall and land Prone.

A weapon with the Grapple trait can be used to Grapple with the Athletics skill even if you don’t have a free hand.

This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls as an item bonus to the Athletics check.

If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.

Actions 1
Free Hands1
SkillAthletics 
DefenseFortitude
Tool
Sub-actions
AttackThis is affected by Multiple Attack Penalty.
Brutal BullyGrappleAdds extra bludgeoning damage when raging.
GreaseGrappleGreased targets get +2 circumstance.
Titan WrestlerGrappleCan use on creatures 2-3 sizes larger.
AthleticsGrapple
StrengthAthleticsKey ability for this skill.
EnfeebledStrengthReduces Strength by the condition value.
SickenedStrengthReduces Strength by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
FortitudeGrapple
Breath ControlFortitudeGives +1 circumstance and promotion to saves against inhaled threats.
ConstitutionFortitudeKey ability for this save.
DrainedConstitutionReduces Constitution by the condition value.
Fast RecoveryDrainedIncreases the effectiveness of saves.
FrightenedConstitutionReduces all checks and DCs.
SickenedConstitutionReduces Constitution by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
Divine AuraFortitudeGives +1/+2 status.
Divine VesselFortitudeGives +1 status bonus against spells.
FatiguedFortitudeGives -1 status to saves.
Forbidding WardFortitudeGives +1/+2 status against a specific enemy.
FrightenedFortitudeReduces all checks and DCs.
Mage ArmorFortitudeGives +1/+2/+3 item bonus.
Mind BlankFortitudeGives +4 status vs mental effects.
Phantom SteedFortitudePhantom Steeds fail all saves.
Poison ResistanceFortitudeGives +1 status vs poisons.
ProtectionFortitudeGives +1 status vs named alignment.
Sanctified GroundFortitudeGives +1 status against named creatures.
SootheFortitudeGives +2 status vs Mental.

Grease

25th July 2020 at 4:05pm
Arcane Concentrate Conjuration Manipulate Primal Somatic Spell Verbal
Level1
ComponentsSomatic Verbal
Cast Time
Range30 feet
Area4 contiguous 5 foot squares
Target1 object of 1 Bulk or less
SaveReflex
Duration1 minute

You conjure grease, with effects based on choosing area or target.

  • Area All solid ground in the area is covered with grease. Each creature standing on the greasy surface must succeed at a Reflex save or an Acrobatics check against your spell DC or fall Prone. Creatures using an action to move onto the greasy surface during the spell’s duration must attempt either a Reflex save or an Acrobatics check to Balance. A creature that Steps or Crawls doesn’t have to attempt a check or save.
  • Target If you cast the spell on an unattended object, anyone trying to pick up the object must succeed at an Acrobatics check or Reflex save against your spell DC to do so. If you target an attended object, the creature that has the object must attempt an Acrobatics check or Reflex save. On a failure, the holder or wielder takes a –2 circumstance penalty to all checks that involve using the object; on a critical failure, the holder or wielder releases the item. The object lands in an adjacent square of the GM’s choice. If you cast this spell on a worn object, the wearer gains a +2 circumstance bonus to Fortitude saves against attempts to grapple them.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Great Cleave

26th July 2020 at 1:07am
Barbarian Class Feat Rage

Prerequisite Cleave.

Your fury carries your weapon through multiple foes.

When you Cleave, if your Strike also kills or knocks the target unconscious, you can continue to make melee Strikes until you make a Strike that doesn’t kill or knock a creature unconscious, or until there are no creatures adjacent to the most recent creature you attacked while Cleaving, whichever comes first.

Feat Type Class
Level10
ClassBarbarian
RageYou have to be raging to use this.

Greater Constrict

6th July 2020 at 11:04pm
Action

The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it.

Each of those creatures can attempt a basic Fortitude save with the listed DC.

A creature that fails this save falls Unconscious, and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute.

Ordinary Constrict has the same effect but without the danger of falling unconscious.

Actions 1
Free Hands
Skill
DefenseFortitude
Tool
Sub-actions

Greater Darkvision

27th June 2020 at 9:21pm
Ability Sense

A creature with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only.

Greater Darkvision allows the creature to see in magical darkness that blocks normal Darkvision.

Greater Debilitating Bomb

26th July 2020 at 4:26pm
Alchemist Class Feat

Prerequisite Debilitating Bomb.

You have learned enhanced techniques and alchemical secrets that allow you to expand the range of effects you can impose with your bombs.

When you use Debilitating Bomb, add the following to the list you can choose from: Clumsy 1, Enfeebled 1, Stupefied 1, or –10-foot status penalty to Speeds.

Feat Type Class
Level10
ClassAlchemist
True Debilitating BombGreater Debilitating BombAdds more effect options and demotes some saves.

Greater Difficult Terrain

22nd July 2020 at 9:32pm
Rule

Difficult terrain is any terrain that impedes your movement, ranging from particularly rough or unstable surfaces to thick ground cover and countless other impediments.

Moving into a square of difficult terrain (or moving 5 feet into or within an area of difficult terrain, if you’re not using a grid) costs an extra 5 feet of movement.

Moving into a square of greater difficult terrain instead costs 10 additional feet of movement.

This additional cost is not increased when moving diagonally.

You can’t Step into difficult terrain unless you have Feather Step.

Movement you make while you are jumping ignores the terrain you’re jumping over. Some abilities (such as flight or being incorporeal) allow you to avoid the movement reduction from some types of difficult terrain.

Certain other abilities let you ignore difficult terrain on foot; such an ability also allows you to move through greater difficult terrain at the normal movement cost as for difficult terrain, though it wouldn’t let you ignore greater difficult terrain unless the ability specifies otherwise.

Greater Merciful Elixir

23rd July 2020 at 9:38pm
Alchemist Class Feat

Prerequisite Merciful Elixir.

Your additives contain panaceas that can remedy a plethora of maladies.

When you use Merciful Elixir, your elixir can instead attempt to Counteract the Blinded, Deafened, Sickened, or Slowed condition.

Feat Type Class
Level14
ClassAlchemist

Grim Tendrils

25th July 2020 at 4:09pm
Arcane Concentrate Manipulate Necromancy Negative Occult Somatic Spell Verbal
Level1
ComponentsSomatic Verbal
Cast Time
Range
Area30-foot Line
Target
SaveFortitude
Duration

Tendrils of darkness curl out from your fingertips and race through the air.

You deal 2d4 negative damage and 1 persistent bleed damage to living creatures in the line.

Each living creature in the line must attempt a Fortitude save.

Heightened (+1) The negative damage increases by 2d4, and the persistent bleed damage increases by 1.

Critical SuccessThe creature is unaffected.
SuccessThe creature takes half the negative damage and no persistent bleed damage.
FailureThe creature takes full damage.
Critical FailureThe creature takes double negative damage and double persistent bleed damage.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Group Coercion

26th July 2020 at 1:08am
Feat General Skill

Prerequisites Trained in Intimidation.

When you Coerce, you can compare your Intimidation check result to the Will DCs of two targets instead of one.

It’s possible to get a different degree of success for each target.

The number of targets you can Coerce in a single action increases to four if you’re an expert, 10 if you’re a master, and 25 if you’re legendary.

Feat Type Skill
Level1
SkillIntimidation
RequirementT

Group Impression

26th July 2020 at 1:08am
Feat General Skill

Prerequisites Trained in Diplomacy.

When you Make an Impression, you can compare your Diplomacy check result to the Will DCs of two targets instead of one.

It’s possible to get a different degree of success for each target.

The number of targets increases to four if you’re an expert, 10 if you’re a master, and 25 if you’re legendary.

Feat Type Skill
Level1
SkillDiplomacy
RequirementT

Guidance

25th July 2020 at 4:11pm
Cantrip Concentrate Divination Divine Occult Primal Verbal
Level1
ComponentsVerbal
Cast Time
Range30 feet
Area
Target1 creature
Save
DurationUntil the start of your next turn

You ask for divine guidance, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends.

The target chooses which roll to use the bonus on before rolling.

If the target uses the bonus, the spell ends.

Either way, the target is then temporarily immune for 1 hour.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Gust of Wind

25th July 2020 at 4:14pm
Air Arcane Concentrate Evocation Manipulate Primal Somatic Spell Verbal
Level1
ComponentsSomatic Verbal
Cast Time
Range
Area60 foot Line
Target
Save
DurationUntil the start of your next turn

A violent wind issues forth from your palm, blowing from the point where you are when you cast the spell to the line’s opposite end.

The wind extinguishes small non-magical fires, disperses fog and mist, blows objects of light Bulk or less around, and pushes larger objects.

Large or smaller creatures in the area must attempt a Fortitude save.

Large or smaller creatures that later move into the gust must attempt the save on entering.

Critical SuccessThe creature is unaffected.
SuccessThe creature can’t move against the wind.
FailureThe creature is knocked Prone. If it was flying, it suffers the effects of critical failure instead.
Critical FailureThe creature is pushed 30 feet in the wind’s direction, knocked prone, and takes 2d6 bludgeoning damage.
AirThis may not work in vacuum or without air.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Hallucination

25th July 2020 at 4:18pm
Arcane Concentrate Illusion Incapacitation Manipulate Material Mental Occult Somatic Spell
Level5
ComponentsMaterial Somatic
Cast Time
Range30 feet
Area
Target1 creature
SaveWill
Duration1 hour

The target consistently detects one thing as another, can’t detect something that’s there, or detects something that’s not there, though it doesn’t alter their beliefs.

You choose which of these effects applies, and you determine the specifics of the hallucination. For example, you could make the target see all elves as humans, be unable to detect the presence of their brother, see their beloved pocket watch on their person even when it isn’t, or see a tower in the center of town.

The target can attempt an initial Will save, with effects below.

They also receive a Will save to disbelieve the hallucination every time they Seek or directly interact with the hallucination. For example, the target could attempt to disbelieve the hallucination each time they interacted with an elf, bumped into their brother accidentally, tried to check their pocket watch, or studied the tower.

The target can attempt to disbelieve with a large circumstance bonus in situations determined by the GM, such as if the target attempted to climb the nonexistent tower.

Heightened (6th) Choose to either target up to 10 creatures or change the spell’s duration to "until the next time you make your daily preparations."

Heightened (8th) Choose to either target any number of creatures or change the spell’s duration to unlimited.

Incapacitation effect: All targets of more than twice the spell level use the result one better than the save they rolled.

Critical SuccessThe creature is unaffected.
SuccessThe creature perceives what you chose until it disbelieves, but it knows what the hallucination is.
FailureThe creature perceives what you chose until it disbelieves.
Critical FailureThe creature perceives what you chose until it disbelieves, and it trusts its false senses, taking a –4 circumstance penalty to saves to disbelieve.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IncapacitationThis has reduced effect against creatures of higher level.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.

Hallucinatory Terrain

25th July 2020 at 4:19pm
Arcane Concentrate Illusion Manipulate Material Occult Primal Somatic Spell Uncommon Verbal
Level4
ComponentsMaterial Somatic Verbal
Cast Time10 minutes
Range500 feet
Area50 foot Burst
Target
Save
DurationUntil the next time you make your daily preparations

You create an illusion that causes natural terrain to look, sound, feel, and smell like a different kind of terrain.

This doesn’t disguise any structures or creatures in the area.

Any creature that touches the illusion or uses the Seek action to examine it can attempt to disbelieve your illusion.

Heightened (5th) Your image can also disguise structures or create illusory structures (but still doesn’t disguise creatures).

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Hand of the Apprentice (Feat)

11th July 2020 at 7:05pm
Ability Class Feat Wizard

Prerequisites Universalist Wizard.

You can magically hurl your weapon at your foe.

You gain the Hand of the Apprentice universalist spell.

Universalist spells are a type of focus spell, much like school spells.

You start with a focus pool of 1 Focus Point.

Feat Type Class
Level1
ClassWizard

Harm

25th July 2020 at 4:23pm
Concentrate Divine Manipulate Material Necromancy Negative Somatic Spell Verbal
Level1
ComponentsSomatic Verbal Material
Cast Time
RangeRange
Area
Target1 living creature or 1 willing undead creature
SaveFortitude
Duration

You channel negative energy to harm the living or heal the undead.

If the target is a living creature, you deal 1d8 negative damage to it, and it gets a basic Fortitude save.

If the target is a willing Undead creature, you restore that amount of Hit Points.

The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.

(somatic) The spell has a range of touch.

(verbal, somatic) The spell has a range of 30 feet. If you’re healing an undead creature, increase the Hit Points restored by 8.

(material, verbal, somatic) You disperse positive energy in a 30-foot Emanation. This targets all living and undead creatures in the area.

Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2 action version increases by 8.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Haste

25th July 2020 at 4:28pm
Arcane Concentrate Manipulate Occult Primal Somatic Spell Transmutation Verbal
Level3
ComponentsSomatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
Save
Duration1 minute

Magic empowers the target to act faster.

It gains the Quickened condition and can use the extra action each round only for Strike and Stride actions.

Heightened (7th) You can target up to 6 creatures.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Heal

25th July 2020 at 4:31pm
Concentrate Divine Healing Manipulate Material Necromancy Positive Primal Somatic Spell Verbal
Level1
ComponentsMaterial Somatic Verbal
Cast Time
RangeVaries
Area
Target1 willing living creature or 1 undead creature
SaveFortitude
Duration

You channel positive energy to heal the living or damage the undead.

If the target is a willing living creature, you restore 1d8 Hit Points.

If the target is Undead , you deal that amount of Positive damage to it, and it gets a basic Fortitude save.

The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.

(somatic) The spell has a range of touch.

(verbal, somatic) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.

(material, somatic, verbal) You disperse positive energy in a 30-foot Emanation. This targets all living and undead creatures in the burst.

Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Hefty Hauler

26th July 2020 at 1:09am
Feat General Skill

You can carry more than your frame implies.

Increase your maximum and encumbered Bulk limits by 2.

Feat Type Skill
Level1
SkillAthletics
RequirementT

Helpful

26th June 2020 at 5:41pm
Condition

This condition reflects a creature’s disposition toward a particular character, and it affects only creatures that are not player characters.

A creature that is helpful to a character wishes to actively aid that character.

It will accept reasonable Requests from that character, as long as such requests aren’t at the expense of the helpful creature’s goals or quality of life.

If the character or one of their allies uses a hostile action against the creature, the creature gains a worse attitude condition depending on the severity of the hostile action, as determined by the GM.

Hero Point

27th June 2020 at 9:47pm

Your heroic deeds earn you Hero Points, which grant you good fortune or let you recover from the brink of death.

Unlike most aspects of your character, which persist over the long term, Hero Points last for only a single session.

The GM is in charge of awarding Hero Points.

Usually, each character gets 1 Hero Point at the start of a session and can gain more later by performing heroic deeds—something selfless, daring, or beyond normal expectations.

You can have a maximum of 3 Hero Points at a time, and you lose any remaining Hero Points at the end of a session.

You can spend your Hero Points in one of two ways. Neither of these is an action, and you can spend Hero Points even if you aren’t able to act. You can spend a Hero Point on behalf of your familiar or animal companion.

  • Spend 1 Hero Point to reroll a check. You must use the second result. This is a Fortune effect (which means you can’t use more than 1 Hero Point on a check).
  • Spend all your Hero Points (minimum 1) to avoid death. You can do this when your Dying condition would increase. You lose the dying condition entirely and stabilize with 0 Hit Points. You don’t gain the Wounded condition or increase its value from losing the dying condition in this way, but if you already had that condition, you don’t lose it or decrease its value.

Heroism

25th July 2020 at 4:34pm
Concentrate Divine Enchantment Manipulate Mental Occult Somatic Spell Verbal
Level3
ComponentsSomatic Verbal
Cast Time
RangeTouch
Area
Target1 humanoid creature
Save
Duration10 minutes

You tap into the target’s inner heroism, granting it a +1 status bonus to attack rolls, Perception checks, saving throws, and skill checks.

Heightened (6th) The status bonus increases to +2.

Heightened (9th) The status bonus increases to +3.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Hidden

27th June 2020 at 9:27pm
Condition

While you’re hidden from a creature, that creature knows the space you’re in but can’t tell precisely where you are.

You typically become hidden by using Stealth to Hide.

When Seeking a creature using only Imprecise senses, it remains hidden, rather than observed.

A creature you’re hidden from is Flat-Footed to you, and it must succeed at a DC 11 flat check when targeting you with an attack, spell, or other effect. If it fails, it doesn't affect the you, though the actions it used are still expended—as well as any spell slots, costs, and other resources.

A creature remains flat-footed to you even if it successfully targets you.

Area effects aren’t subject to this flat check.

A creature might be able to use the Seek action to try to observe you.

Hide

22nd July 2020 at 9:46pm
Action Secret Untrained

You huddle behind cover or greater cover or deeper into concealment to become Hidden, rather than Observed.

The GM rolls your Stealth check in secret and compares the result to the Perception DC of each creature you’re observed by but that you have Cover or Greater Cover against or are Concealed from. You gain the circumstance bonus from cover or greater cover to your check.

You can hide from visual spell Triggers by beating their spell DC.

You can't use Concealment granted by Blur to Hide.

If you suceed, if the creature could see you, you’re now Hidden from it instead of Observed. If you were hidden from or Undetected by the creature, you retain that condition.

If you successfully become hidden to a creature but then cease to have cover or greater cover against it or be concealed from it, you become observed again.

You cease being hidden if you do anything except Hide, Sneak, or Step.

If you attempt to Strike a creature, the creature remains Flat-Footed against that attack, and you then become observed.

If you do anything else, you become observed just before you act unless the GM determines otherwise.

The GM might allow you to perform a particularly unobtrusive action without being noticed, possibly requiring another Stealth check.

If a creature uses Seek to make you observed by it, you must successfully Hide to become hidden from it again.

Actions 1
Free Hands
SkillStealth 
DefensePerception
Tool
Sub-actions
SecretThe GM makes the roll for this in secret.
CoverHideHaving standard or greater cover is enough to Hide.
Mounted CombatCoverYou have lesser cover if your mount would be in the way of an attack.
Foil SensesHideAlways allowing for special senses.
Legendary SneakHideYou don't need cover or concealment.
Take CoverHideCan give a +4 circumstance bonus.
StealthHide
CoverStealthGives +2/+4 circumstance to checks to avoid detection.
Mounted CombatCoverYou have lesser cover if your mount would be in the way of an attack.
DexterityStealthKey ability for this skill.
ClumsyDexterityGives status penalty to Dexterity equal to condition value.
FrightenedDexterityReduces all checks and DCs.
SickenedDexterityReduces Dexterity by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.

Hideous Laughter

25th July 2020 at 4:37pm
Arcane Concentrate Emotion Enchantment Manipulate Mental Occult Somatic Spell Verbal
Level2
ComponentsSomatic Verbal
Cast Time
Range30 feet
Area
Target1 living creature
SaveWill
DurationSustained

The target is overtaken with uncontrollable laughter.

It must attempt a Will save.

Critical SuccessThe target is unaffected.
SuccessThe target is plagued with uncontrollable laugher. It can’t use Reactions.
FailureThe target is slowed 1 and can’t use reactions.
Critical FailureThe target falls Prone and can’t use actions or reactions for 1 round. It then suffers the failure effects.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
EmotionThis won't work on creatures with mechanical or artificial intillegence.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

High Jump

23rd July 2020 at 10:51pm
Action Untrained

You Stride, then make a vertical Leap and attempt a DC 30 Athletics check to increase the height of your jump.

If you have Quick Jump, you can High Jump as a single action but you don't Stride.

If you didn’t Stride at least 10 feet, you automatically fail your check unless you have Quick Jump.

This DC might be increased or decreased due to the situation, as determined by the GM.

If you have Wall Jump, you can jump a second time off a wall as a single action.

If you have Cloud Jump, you jump up a number of feet equal to the DC you roll, limited to your Speed times the number of actions you spent jumping.

Critical SuccessIncrease the maximum vertical distance to 8 feet, or increase the maximum vertical distance to 5 feet and maximum horizontal distance to 10 feet.
SuccessIncrease the maximum vertical distance to 5 feet.
FailureYou Leap normally.
Critical FailureYou don’t Leap at all, and instead you fall prone in your space.
Actions 2
Free Hands
SkillAthletics 
Defense
Tool
Sub-actions
Cloud JumpHigh JumpUse long jump calculation for jumping high.
Quick JumpHigh JumpUse jump without striding as 1 action.
Raging AthleteHigh JumpLowers DC by 10 when raging.
Wall JumpHigh JumpCan chain jump actions that end adjacent walls.
AthleticsHigh Jump
StrengthAthleticsKey ability for this skill.
EnfeebledStrengthReduces Strength by the condition value.
SickenedStrengthReduces Strength by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.

Hobnobber

26th July 2020 at 1:10am
Feat General Skill

Prerequisites Trained in Diplomacy.

You are skilled at learning information through conversation.

The Gather Information exploration activity takes you half as long as normal (typically reducing the time to 1 hour).

If you’re a master in Diplomacy and you Gather Information at the normal speed, when you attempt to do so and roll a critical failure, you get a failure instead.

There is still no guarantee that a rumor you learn with Gather Information is accurate.

Feat Type Skill
Level1
SkillDiplomacy
RequirementT

Holy Cascade

25th July 2020 at 4:39pm
Concentrate Divine Evocation Good Manipulate Positive Somatic Spell Verbal Water
Level4
ComponentsSomatic Verbal
Cast Time
Range500 feet
Area20 foot Burst
Target
SaveReflex
Duration

Cost One vial of Holy Water.

You call upon sacred energy to amplify a vial of holy water, tossing it an incredible distance.

It explodes in an enormous burst that deals 3d6 bludgeoning damage to creatures in the area from the cascade of water with a basic Reflex save.

The water deals an additional 6d6 positive damage to Undead and 6d6 good damage to Fiend s.

Heightened (+1) The bludgeoning damage increases by 1d6, and the additional positive and good damage each increase by 2d6.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
GoodGood damage harms only evil creatures.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Horrid Wilting

25th July 2020 at 5:12pm
Arcane Concentrate Manipulate Necromancy Negative Primal Somatic Spell Verbal
Level8
ComponentsSomatic Verbal
Cast Time
Range500 feet
Area
TargetAny number of living creatures
SaveFortitude
Duration

You pull the moisture from the targets’ bodies, dealing 10d10 negative damage with a basic Fortitude save.

Creatures made of water (such as water elementals) and plant creatures use the outcome for one degree of success worse than the result of their saving throw.

Creatures whose bodies contain no significant moisture (such as earth elementals) are immune to horrid wilting.

Heightened (+1) The damage increases by 1d10.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Hostile

26th June 2020 at 5:42pm
Condition

This condition reflects a creature’s disposition toward a particular character, and it affects only creatures that are not player characters.

A creature that is hostile to a character actively seeks to harm that character.

It doesn’t necessarily attack, but it won’t accept Requests from the character.

Hostile Action

19th July 2020 at 9:21pm
Rule

Sometimes spell effects prevent a target from using hostile actions, or the spell ends if a creature uses any hostile actions.

A hostile action is one that can harm or damage another creature, whether directly or indirectly, but not one that a creature is unaware could cause harm.

For instance, lobbing a fireball into a crowd would be a hostile action, but opening a door and accidentally freeing a horrible monster would not be.

The GM is the final arbitrator of what constitutes a hostile action.

Humanoid Form

27th July 2020 at 11:15pm
Arcane Concentrate Manipulate Occult Polymorph Primal Somatic Spell Transmutation Verbal
Level2
ComponentsSomatic Verbal
Cast Time
Range
Area
Target
Save
Duration10 minutes

You transform your appearance to that of a Small or Medium humanoid, such as a Dwarf, Elf, Goblin, Halfling, Human, Orc, or Lizardfolk.

You gain the Humanoid trait in addition to your other traits while in this form, as well as any trait related to the creature’s kind (such as goblin or human).

If this transformation reduces your size, it reduces your reach accordingly (as the Shrink spell).

This transformation doesn’t change your statistics in any way, and you don’t gain any special abilities of the humanoid form you assume.

You can still wear and use your gear, which changes size (if necessary) to match your new form.

If items leave your person, they return to their usual size.

Humanoid form grants you a +4 status bonus to Deception checks to pass as a generic member of the chosen ancestry, and you add your level even if you’re untrained, but you can’t make yourself look like a specific person.

If you want to Impersonate an individual, you still need to create a disguise, though the GM won’t factor in the difference in ancestry when determining the DC of your Deception check.

You can Dismiss this spell.

Heightened (3rd) You gain Darkvision or Low-Light Vision if the form you assume has that ability.

Heightened (5th) You can take on the appearance of a Large humanoid. If this increases your size, you gain the effects of the Enlarge spell.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Hustle

18th July 2020 at 10:38pm
Activity Exploration Move

You strain yourself to move at double your travel speed.

You can Hustle only for a number of minutes equal to your Constitution modifier * 10 (minimum 10 minutes).

If you are in a group that is Hustling, use the lowest Constitution modifier among everyone to determine how fast the group can Hustle together.

ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).
Caravan LeaderHustleHustle your group for extra time.

Hydraulic Push

25th July 2020 at 5:21pm
Arcane Attack Concentrate Evocation Manipulate Primal Somatic Verbal Water
Level1
ComponentsSomatic Verbal
Cast Time
Range60 feet
Area
Target1 creature or object
Save
Duration

You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back.

Make a ranged spell attack roll.

Heightened (+1) The damage increases by 2d6.

Critical SuccessThe target takes 6d6 bludgeoning damage and is knocked back 10 feet.
SuccessThe target takes 3d6 bludgeoning damage and is knocked back 5 feet.
Failure
Critical Failure
ArcaneThis spell can be identified using Arcana.
AttackThis is affected by Multiple Attack Penalty.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Hydraulic Torrent

25th July 2020 at 5:23pm
Concentrate Evocation Manipulate Primal Somatic Spell Verbal Water
Level4
ComponentsSomatic Verbal
Cast Time
Range
Area60 foot Line
Target
SaveFortitude
Duration

A swirling torrent of water manifests along a straight line, battering those that are its path and possibly pushing them away from you.

The torrent deals 8d6 bludgeoning damage.

Each creature in the area must attempt a basic Fortitude save.

Creatures that fail the save are also knocked back 5 feet (10 feet on a critical failure).

Heightened (+1) The damage increases by 2d6.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Hypercognition

25th July 2020 at 5:24pm
Concentrate Divination Occult Spell Verbal
Level3
ComponentsVerbal
Cast Time
Range
Area
Target
Save
Duration

You rapidly catalog and collate information relevant to your current situation.

You can instantly use up to 6 Recall Knowledge actions as part of Casting this Spell.

For these actions, you can’t use any special abilities, reactions, or free actions that trigger when you Recall Knowledge.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
OccultThis spell can be identified using Occultism.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Hypnotic Pattern

25th July 2020 at 5:27pm
Arcane Concentrate Illusion Manipulate Material Occult Somatic Spell Visual
Level3
ComponentsMaterial Somatic
Cast Time
Range120 feet
Area10 foot Burst
Target
SaveWill
DurationSustained up to 1 minute

You create a pattern of shifting colors that hovers in the air in a geometric cloud.

Creatures are Dazzled while inside the pattern.

In addition, a creature must attempt a Will saving throw if it is inside the pattern when you cast it, when it enters the pattern, when it ends its turn within the pattern, or if it uses a Seek or Interact action on the pattern.

A creature currently fascinated by the pattern doesn’t attempt new saves.

Critical Success
SuccessThe target is unaffected.
FailureThe target is Fascinated by the pattern.
Critical FailureThe target is fascinated by the pattern. While it remains fascinated, it can’t use reactions.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VisualThis works only against creatures that can see it and are not Blinded.

Identify Alchemy

20th July 2020 at 11:07pm
Action Concentrate Exploration Secret

Requirements You have Alchemist’s Tools.

You can identify the nature of an alchemical item with 10 minutes of testing using alchemist’s tools.

Make a Crafting check.

If your attempt is interrupted in any way, you must start over.

Critical SuccessYou misidentify the item as another item of the GM’s choice.
SuccessYou identify the item and the means of activating it.
FailureYou fail to identify the item but can try again.
Critical Failure
Actions
Free Hands
SkillCrafting 
Defense
ToolAlchemist's Tools
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).
SecretThe GM makes the roll for this in secret.
Alchemical SavantIdentify AlchemyAllows identification as a single action.
CraftingIdentify Alchemy
IntelligenceCraftingKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.

Identify Creature

26th July 2020 at 1:48am
Action Concentrate Implied Secret Untrained

Identifying a creature is technically a special case of Recall Knowledge but it is listed here as a separate action because it is frequently referred to.

A character who successfully identifies a creature learns one of its best-known attributes—such as a troll’s regeneration (and the fact that it can be stopped by acid or fire) or a manticore’s tail spikes.

On a critical success, the character also learns something subtler, like a demon’s weakness or the trigger for one of the creature’s reactions.

The skill used to identify a creature usually depends on that creature’s trait, but you have leeway on which skills apply. For instance, hags are humanoids but have a strong connection to occult spells and live outside society, so you might allow a character to use Occultism to identify them without any DC adjustment, while Society is harder.

Creature TraitSkill
AberrationOccultism
AnimalNature
AstralOccultism
BeastArcana, Nature
CelestialReligion
ConstructArcana, Crafting
DragonArcana
ElementalArcana, Nature
EtherealOccultism
FeyNature
FiendReligion
FungusNature
HumanoidSociety
MonitorReligion
OozeOccultism
PlantNature
SpiritOccultism
UndeadReligion

Lore skills can also be used to identify their specific creature. Using the applicable Lore usually has an easy or very easy DC (before adjusting for rarity).

The DC is usually based on the creature's level and Rarity Modifier.

Critical SuccessAs success, plus you learn something subtler.
SuccessYou learn one of the creature's best-known attributes.
Failure
Critical FailureYou misidentify the creature.
Actions 1
Free Hands
SkillArcana Crafting Nature Occultism Religion Society 
Defense
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
SecretThe GM makes the roll for this in secret.
ArcanaIdentify Creature
IntelligenceArcanaKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.
CraftingIdentify Creature
IntelligenceCraftingKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.
NatureIdentify Creature
Unified TheoryNatureCan use Arcana instead for magic related checks.
WisdomNatureKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.
OccultismIdentify Creature
IntelligenceOccultismKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.
Unified TheoryOccultismCan use Arcana instead for magic related checks.
ReligionIdentify Creature
Unified TheoryReligionCan use Arcana instead for magic related checks.
WisdomReligionKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.
SocietyIdentify Creature
IntelligenceSocietyKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.

Identify Magic

25th July 2020 at 3:22pm
Action Concentrate Exploration Secret Trained

Once you discover that an item, location, or ongoing effect is magical, you can spend 10 minutes to try to identify the particulars of its magic.

If your attempt is interrupted, you must start over.

The GM sets the DC for your check. Cursed or esoteric subjects usually have higher DCs or might even be impossible to identify using this activity alone. Heightening a spell doesn’t increase the DC to identify it.

Critical SuccessYou learn all the attributes of the magic, including its name (for an effect), what it does, any means of activating it (for an item or location), and whether it is cursed.
SuccessFor an item or location, you get a sense of what it does and learn any means of activating it. For an ongoing effect (such as a spell with a duration), you learn the effect’s name and what it does. You can’t try again in hopes of getting a critical success.
FailureYou fail to identify the magic and can’t try again for 1 day.
Critical FailureYou misidentify the magic as something else of the GM’s choice.
Actions
Free Hands
SkillArcana Religion Occultism Nature 
Defense
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).
SecretThe GM makes the roll for this in secret.
TrainedYou must be trained in the relevant skill to use this. Having Untrained Improvisation is not sufficient.
Bizarre MagicIdentify MagicRaises DC for spells by 5.
Crafter's AppraisalIdentify MagicIdentify magic items using Crafting.
Oddity IdentificationIdentify MagicGives +2 circumstance for certain effects.
Quick IdentificationIdentify MagicReduces time taken based on proficiency.
ArcanaIdentify Magic
IntelligenceArcanaKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.
ReligionIdentify Magic
Unified TheoryReligionCan use Arcana instead for magic related checks.
WisdomReligionKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.
OccultismIdentify Magic
IntelligenceOccultismKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.
Unified TheoryOccultismCan use Arcana instead for magic related checks.
NatureIdentify Magic
Unified TheoryNatureCan use Arcana instead for magic related checks.
WisdomNatureKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.

Illusion

25th July 2020 at 12:04am
School

Illusions create the semblance of something real, fooling the eyes, ears, and other senses.

They almost always have the Mental trait, and depending on how the illusion is perceived, they might also have the Auditory or Visual trait.

Sometimes illusions allow an affected creature a chance to disbelieve the spell, which lets the creature effectively ignore the spell if it succeeds at doing so.

This usually happens when a creature Seeks or otherwise spends actions to engage with the illusion, comparing the result of its Perception check (or another check or saving throw, at the GM’s discretion) to the caster’s spell DC.

Mental illusions typically provide rules in the spell’s description for disbelieving the effect (often allowing the affected creature to attempt a Will save).

If the illusion is Visual , and a creature interacts with the illusion in a way that would prove it is not what it seems, the creature might know that an illusion is present, but it still can’t ignore the illusion without successfully disbelieving it. For instance, if a character is pushed through the illusion of a door, they will know that the door is an illusion, but they still can’t see through it.

Disbelieving an illusion makes it and those things it blocks seem hazy and indistinct, so even in the case where a visual illusion is disbelieved, it may, at the GM’s discretion, block vision enough to make those on the other side Concealed.

Illusory Creature

25th July 2020 at 5:32pm
Auditory Concentrate Illusion Manipulate Somatic Spell Verbal Visual
Level2
ComponentsSomatic Verbal
Cast Time
Range500 feet
Area
Target
Save
DurationSustained

You create an illusory image of a Large or smaller creature.

It generates the appropriate sounds, smells, and feels believable to the touch.

If you and the image are ever farther than 500 feet apart, the spell ends.

The image can’t speak, but you can use your actions to speak through the creature, with the spell disguising your voice as appropriate. You might need to attempt a Deception or Performance check to mimic the creature, as determined by the GM. This is especially likely if you’re trying to imitate a specific person and engage with someone that person knows.

In combat, the illusion can use 2 actions per turn, which it uses when you Sustain the Spell.

It uses your spell attack roll for attack rolls and your spell DC for its AC. Its saving throw modifiers are equal to your spell DC – 10.

It is substantial enough that it can flank other creatures.

If the image is hit by an attack or fails a save, the spell ends.

The illusion can cause damage by making the target believe the illusion’s attacks are real, but it cannot otherwise directly affect the physical world.

If the illusory creature hits with a Strike, the target takes mental damage equal to 1d4 plus your spellcasting ability modifier. This is a Mental effect. The illusion’s Strikes are nonlethal.

If the damage doesn’t correspond to the image of the monster—for example, if an illusory Large dragon deals only 5 damage—the GM might allow the target to attempt a Perception check to disbelieve the spell as a free action.

Any relevant resistances and weaknesses apply if the target thinks they do, as judged by the GM. For example, if the illusion wields a warhammer and attacks a creature resistant to bludgeoning damage, the creature would take less mental damage.

However, illusory damage does not deactivate regeneration or trigger other effects that require a certain damage type.

The GM should track illusory damage dealt by the illusion.

Any creature that touches the image or uses the Seek action to examine it can attempt to disbelieve your illusion.

When a creature disbelieves the illusion, it recovers from half the damage it had taken from it (if any) and doesn’t take any further damage from it.

Heightened (+1) The damage of the image’s Strikes increases by 1d4, and the maximum size of creature you can create increases by one (to a maximum of Gargantuan ).

AuditoryThis works only against creatures that can hear it and are not Deafened.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
VisualThis works only against creatures that can see it and are not Blinded.

Illusory Disguise

27th July 2020 at 11:15pm
Arcane Concentrate Illusion Manipulate Occult Somatic Spell Verbal Visual
Level1
ComponentsSomatic Verbal
Cast Time
Range
Area
Target
Save
Duration1 hour

You create an illusion that causes you to appear as another creature of the same body shape, and with roughly similar height (within 6 inches) and weight (within 50 pounds), as yourself.

The disguise is typically good enough to hide your identity, but not to impersonate a specific individual.

The spell doesn’t change your voice, scent, or mannerisms.

You can change the appearance of your clothing and worn items, such as making your armor look like a dress. Held items are unaffected, and any worn item you remove returns to its true appearance.

Casting illusory disguise counts as setting up a disguise for the Impersonate use of Deception; it ignores any circumstance penalties you might take for disguising yourself as a dissimilar creature, it gives you a +4 status bonus to Deception checks to prevent others from seeing through your disguise, and you add your level even if you’re untrained.

You can Dismiss this spell.

Heightened (2nd) The spell also disguises your voice and scent, and it gains the Auditory trait.

Heightened (3rd) You can appear as any creature of the same size, even a specific individual. You must have seen an individual to take on their appearance. The spell also disguises your voice and scent, and it gains the auditory trait.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
VisualThis works only against creatures that can see it and are not Blinded.

Illusory Object

26th July 2020 at 11:33pm
Arcane Concentrate Illusion Manipulate Occult Somatic Spell Verbal Visual
Level1
ComponentsSomatic Verbal
Cast Time
Range500 feet
Area20 foot Burst
Target
Save
Duration10 minutes

You create an illusory visual image of a stationary object.

The entire image must fit within the spell’s area.

The object appears to animate naturally, but it doesn’t make sounds or generate smells. For example, water would appear to pour down an illusory waterfall, but it would be silent.

Any creature that touches the image or uses the Seek action to examine it can attempt to disbelieve your illusion.

Heightened (2nd) Your image makes appropriate sounds, generates normal smells, and feels right to the touch. The spell gains the Auditory trait. The duration increases to 1 hour.

Heightened (5th) As the 2nd-level version, but the duration is unlimited.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
VisualThis works only against creatures that can see it and are not Blinded.

Illusory Scene

26th July 2020 at 11:36pm
Arcane Auditory Concentrate Illusion Manipulate Occult Scene Visual
Level5
ComponentsSomatic Verbal
Cast Time10 minutes
Range500 feet
Area30 foot Burst
Target
Save
Duration1 hour

You form an imaginary scene that includes up to 10 discrete creatures or objects of various sizes, all of which must be within the spell’s area.

These elements generate appropriate sounds and smells, and they feel right to the touch.

Elements of an illusory scene are incapable of speech.

Unlike with the Illusory Creature spell, creatures in your scene lack combat abilities and statistics.

Your scene doesn’t include changes to the environment around it, though you can place your scene within the illusory environment of a Hallucinatory Terrain spell.

When you create the scene, you can choose to have it be static or follow a program. Though a static scene is stationary, it includes basic natural movement. For example, wind blowing on an illusory piece of paper would rustle it. A program can be up to 1 minute long and repeats when finished. For instance, you could create a scene of two orcs fighting each other, and the fight would go the same way for each repetition. If you create a loop, the two fighters end up in the same place at the start of the scene and at the end of it, but you can smooth the program so it’s hard to tell when the loop ends and begins. Anyone observing the scene for more than a few minutes almost always notices it looping. You’re unable to alter the program after you create the illusion.

Any creature that touches any part of the image or uses the Seek action to examine it can attempt to disbelieve your illusion.

If they interact with a portion of the illusion, they disbelieve only that portion.

They disbelieve the entire scene only on a critical success.

Heightened (6th) Creatures or objects in your scene can speak. You must speak the specific lines for each actor when creating your program. The spell disguises your voice for each actor.

Heightened (8th) As the 6th-level version, and the duration is unlimited.

ArcaneThis spell can be identified using Arcana.
AuditoryThis works only against creatures that can hear it and are not Deafened.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
VisualThis works only against creatures that can see it and are not Blinded.

Immobilized

20th July 2020 at 9:48pm
Condition

You can’t use any action with the Move trait.

If you’re immobilized by something holding you in place and an external force would move you out of your space, the force must succeed at a check against either the DC of the effect holding you in place or the relevant defense (usually Fortitude DC) of the monster holding you in place.

Freedom of MovementImmobilizedAllows auto Escape success against lower level effects.

Impeccable Crafting

26th July 2020 at 1:11am
Feat General Skill

Prerequisites Master in Crafting, Specialty Crafting.

You craft flawless creations with great efficiency.

Whenever you roll a success at a Crafting check to make an item of the type you chose with Specialty Crafting, you get a critical success instead.

Feat Type Skill
Level7
SkillCrafting
RequirementM

Impersonate

25th July 2020 at 3:10pm
Action Concentrate Exploration Manipulate Secret

You create a disguise to pass yourself off as someone or something you are not.

Assembling a convincing disguise takes 10 minutes and requires a Disguise Kit. A simpler, quicker disguise might do the job if you’re not trying to imitate a specific individual, at the GM’s discretion. If you have Quick Disguise, it takes less time.

In most cases, creatures have a chance to detect your deception only if they use the Seek action to attempt Perception checks against your Deception DC.

If you attempt to directly interact with someone while disguised, the GM rolls a secret Deception check for you against that creature’s Perception DC instead.

If you’re disguised as a specific individual, the GM might give creatures you interact with a circumstance bonus based on how well they know the person you’re imitating, or the GM might roll a secret Deception check even if you aren’t directly interacting with others.

If you have Courtly Graces and are pretending to be a noble, you can use Society instead of Deception.

Critical Success
SuccessYou trick the creature into thinking you’re the person you’re disguised as. You might have to attempt a new check if your behavior changes.
FailureThe creature can tell you’re not who you claim to be.
Critical FailureThe creature can tell you’re not who you claim to be, and it recognizes you if it would know you without a disguise.
Actions
Free Hands
SkillDeception 
DefensePerception
ToolDisguise Kit
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).
ManipulateThis may provoke Attack of Opportunity and other reactions.
SecretThe GM makes the roll for this in secret.
Courtly GracesImpersonateUse Society to pretend to be a (non-specific) noble.
Deceptive WorshipImpersonateUse Occultism to impersonate a worshipper.
Quick DisguiseImpersonateReduces time to make disguise based on proficiency.
DeceptionImpersonate
CharismaDeceptionKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.

Implosion

26th July 2020 at 11:41pm
Arcane Concentrate Evocation Manipulate Primal Somatic Spell Verbal
Level9
ComponentsSomatic Verbal
Cast Time
Range30 feet
Area
Target1 corporeal creature
SaveFortitude
DurationSustained up to 1 minute

You crush the target by causing it to collapse in on itself, dealing 75 damage with a basic Fortitude save.

Each time you Sustain the Spell, you must choose a new target to be subject to the same effect.

The same creature can never be targeted more than once with a single casting of this spell.

You also can’t affect more than one creature per turn with implosion.

You can’t target a creature that’s incorporeal, gaseous, or liquid, or one that otherwise lacks a solid form.

Heightened (+1) The damage increases by 10.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Imprecise

27th June 2020 at 9:18pm
Term

Hearing is an imprecise sense for most creatures —it cannot detect the full range of detail that a precise sense can.

You can usually sense a creature automatically with an imprecise sense, but it has the Hidden condition instead of the Observed condition.

It might be Undetected by you if it’s using Stealth or is in an environment that distorts the sense, such as a noisy room in the case of hearing. In those cases, you have to use the Seek basic action to detect the creature.

At best, an imprecise sense can be used to make an undetected creature (or one you didn’t even know was there) merely hidden—it can’t make the creature observed.

Pathfinder’s rules assume by default that a given creature has hearing as its only imprecise sense.

Impressive Performance

26th July 2020 at 1:12am
Feat General Skill

Prerequisites Trained in Performance.

Your performances inspire admiration and win you fans.

You can Make an Impression using Performance instead of Diplomacy.

Feat Type Skill
Level1
SkillPerformance
RequirementT

Improbable Elixirs

23rd July 2020 at 9:52pm
Alchemist Class Feat

Your mastery of alchemical secrets enables you to replicate effects most believe can be achieved only via magic.

Select a number of Potion s equal to your Intelligence modifier (minimum 1) of 9th level or lower.

You gain formulas to Craft these potions as alchemical items with the Elixir trait.

When Crafting these alchemical elixirs, you can substitute alchemical reagents for an equal value of magical components, and you can use alchemist’s tools instead of any other required tool kits. Other than that, the formula does not change.

Once you’ve chosen the potion formulas, they can’t be changed.

Feat Type Class
Level18
ClassAlchemist

Improved Familiar Attunement

11th July 2020 at 7:24pm
Splat

You’ve long held that fine-tuning the magic that bonds wizard and familiar can improve the mystic connection, compared to the safe yet generic bond most wizards currently use. You’ve formed such a pact with your familiar, gaining more advantages from it than most wizards.

You gain the Familiar (Feat) wizard feat as a bonus feat.

Your familiar gains an extra ability, and it gains an additional extra ability when you reach 6th, 12th, and 18th levels.

Your connection with your familiar alters your arcane bond class feature so that you store your magical energy in your familiar, rather than an item you own; you also gain the Drain Familiar free action instead of Drain Bonded Item.

Drain Familiar can be used any time an ability would allow you to use Drain Bonded Item and functions identically, except that you draw magic from your familiar instead of an item.

Improved Grab

27th June 2020 at 9:01pm
Action Free

The monster can use Grab as a free action.

The monster still needs to spend an action to extend the duration for monsters it has already grabbed.

Requirements The monster’s last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.

The monster automatically grabs the target until the end of the monster’s next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can’t be used to Strike creatures until the grab is ended.

Using Grab extends the duration of the monster’s Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.

Grab is a monster ability. The more normal equivalent ability for PCs is Grapple.

Actions Free
Free Hands
Skill
Defense
Tool
Sub-actions

Improved Knockdown

27th June 2020 at 9:03pm
Action Free

The monster can use Knockdown as a free action.

Requirements The monster’s last action was a success with a Strike that lists Knockdown in its damage entry.

The monster knocks the target Prone.

Knockdown is a monster ability. The more normal equivalent ability for PCs is Trip.

Actions Free
Free Hands
Skill
Defense
Tool
Sub-actions

Improved Push

27th June 2020 at 9:06pm
Action Free

The monster can use Push as a free action.

Requirements The monster’s last action was a success with a Strike that lists Push in its damage entry.

The monster automatically knocks the target away from the monster.

Unless otherwise noted in the ability description, the creature is pushed 5 feet.

If the attack was a critical hit, this distance is doubled.

Actions Free
Free Hands
Skill
Defense
Tool
Sub-actions

Improvise Tool

30th July 2020 at 1:39am
Feat General Skill

You can jury-rig solutions when you don’t have the proper tools on hand. You can attempt to Repair damaged items without a repair kit.

If you have the raw materials available, you can Craft a basic caltrop set, candle, compass, crowbar, fishing tackle, flint and steel, hammer, ladder, piton, rope, 10-foot pole, replacement thieves’ picks, long or short tool, or torch without consulting a basic crafter’s book.

Feat Type Skill
Level1
SkillCrafting
RequirementT

Incapacitation

27th June 2020 at 11:15pm
Trait

An ability with this trait can take a character completely out of the fight or even kill them, and it’s harder to use on a more powerful character.

If a spell has the incapacitation trait, any creature of more than twice the spell’s level treats the result of their check to prevent being incapacitated as one degree of success better or the result of any check the spellcaster made to incapacitate them as one degree of success worse.

If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.

Incline

26th July 2020 at 12:57am
Rule

An incline is an area so steep that you need to Climb using the Athletics skill in order to progress upward.

You’re Flat-Footed when Climbing an incline. (You would normally be flat-footed when Climbing.)

Incorporeal

25th July 2020 at 5:10pm
Trait

An incorporeal creature or object has no physical form.

It can pass through solid objects, including walls.

When inside an object, an incorporeal creature can’t perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is Slowed 1.

Corporeal creatures can pass through an incorporeal creature, but they can’t end their movement in its space.

An incorporeal creature can’t attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the Ghost Touch property rune. Likewise, a corporeal creature can’t attempt Strength-based checks against incorporeal creatures or objects.

Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.

Incredible Initiative

1st July 2020 at 10:03am
Feat General

You react more quickly than others can.

You gain a +2 circumstance bonus to Initiative rolls.

Feat Type General
Level1

Incredible Investiture

25th July 2020 at 5:55pm
Feat General

Prerequisites Charisma 16.

You have an incredible ability to invest more magic items.

Increase your limit on Invested items from 10 to 12.

Feat Type General
Level11

Incredible Scout

30th July 2020 at 1:59am
Feat General

When you scout, you are particularly alert for danger, granting your allies precious moments to prepare to fight.

When using the Scout exploration activity, you grant your allies a +2 circumstance bonus to their initiative rolls instead of a +1 circumstance bonus.

Feat Type General
Level11

Indifferent

26th June 2020 at 5:43pm
Condition

This condition reflects a creature’s disposition toward a particular character, and it affects only creatures that are not player characters.

A creature that is indifferent to a character doesn’t really care one way or the other about that character.

Assume a creature’s attitude to a given character is indifferent unless specified otherwise.

Infused Reagents

23rd July 2020 at 8:08pm
Rule

You infuse reagents with your own alchemical essence, allowing you to create alchemical items at no cost.

Each day during your daily preparations, you gain a number of batches of infused reagents equal to your level + your Intelligence modifier.

You can use these reagents for either advanced alchemy or Quick Alchemy.

Together, these infused reagents have light Bulk.

As soon as you make your next daily preparations, your infused reagents from the previous day’s preparations are instantly destroyed, and nonpermanent effects of your previous day’s infused items immediately end.

While infused reagents are physical objects, they can’t be duplicated, preserved, or created in any way other than your daily preparations. Any such artificial reagents lack the infusion and are useless for advanced alchemy or Quick Alchemy.

InheritModTest

20th July 2020 at 9:08pm
InheritModTest1InheritModTestLevel2

InheritModTest1

20th July 2020 at 9:14pm

Inoculation

30th July 2020 at 1:41am
General Healing Skill

You have practice combating plague, and your patients are less likely to succumb to the same disease again for a time.

When you successfully Treat Disease on someone and they fully recover from the disease, they gain a +2 circumstance bonus to saving throws against that same disease for 1 week.

Insect Form

27th July 2020 at 11:16pm
Concentrate Manipulate Polymorph Primal Somatic Spell Transmutation Verbal
Level3
ComponentsSomatic Verbal
Cast Time
Range
Area
Target
Save
Duration1 minute

You envision a simple bug and transform into a Medium animal battle form.

When you cast this spell, choose ant, beetle, centipede, mantis, scorpion, or spider. You can decide the specific type of animal (such as such as a ladybug or scarab for beetle), but this has no effect on the form’s Size or statistics.

While in this form, you gain the Animal trait.

You can Dismiss this spell.

The special statistics of a battle form can be adjusted only by circumstance bonuses, status bonuses, and penalties.

You can't cast spells, speak, or use Manipulate actions that require hands in your battle form.

Your gear is absorbed into you; the constant abilities of your gear still function, but you can’t activate any items.

You gain the following statistics and abilities regardless of which battle form you choose:

  • AC = 18 + your level. Ignore your armor’s check penalty and Speed reduction.
  • 10 temporary Hit Points.
  • Low-Light Vision.
  • One or more attacks specific to the battle form you choose, which are the only attacks you can use. You’re trained with them. Your attack modifier is +13, and your damage bonus is +2. These attacks are Strength based (for the purpose of the Enfeebled condition). If your unarmed attack modifier is higher, you can use it instead.
  • Athletics modifier of +13, unless your own is higher.

You also gain specific abilities based on the form you choose:

  • Ant Speed 30 feet, climb Speed 30 feet; Melee mandibles, Damage 2d6 bludgeoning.
  • Beetle Speed 25 feet; Melee mandibles, Damage 2d10 bludgeoning.
  • Centipede Speed 25 feet, climb Speed 25 feet; Darkvision; Melee mandibles, Damage 1d8 piercing plus 1d4 persistent poison.
  • Mantis Speed 40 feet; imprecise scent 30 feet; Melee foreleg, Damage 2d8 bludgeoning.
  • Scorpion Speed 40 feet; Darkvision, imprecise Tremorsense 60 feet; Melee stinger, Damage 1d8 piercing plus 1d4 persistent poison; Melee pincer (Agile), Damage 1d6 bludgeoning.
  • Spider Darkvision; Melee fangs, Damage 1d6 piercing plus 1d4 persistent poison; Melee Speed 25 feet, climb Speed 25 feet; Ranged web (range increment 20 feet), Damage entangles the target for 1 round. There is no description of what "entangling a target" does, but it likely makes them Immobilized.

Heightened (4th) Your battle form is Large, and your attacks have 10-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 15 temporary HP, attack modifier +16, damage bonus +6, and Athletics +16.

Heightened (5th) Your battle form is Huge, and your attacks have 15-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 20 temporary HP, attack modifier +18, damage bonus +2 and double damage dice (including persistent damage), and Athletics +20.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Intelligence

25th July 2020 at 3:16pm
Ability Score

Intelligence measures how well your character can learn and reason.

A high Intelligence allows your character to analyze situations and understand patterns, and it means they can become trained in additional skills and might be able to master additional languages.

Intelligence governs Arcana, Crafting, Lore, Occultism and Society.

Being Stupefied, Sickened or Frightened reduces your Intelligence rolls.

FrightenedIntelligenceReduces all checks and DCs.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.

Interact

26th June 2020 at 9:47pm
Action Manipulate

You use your hand or hands to manipulate an object or the terrain.

You can grab an unattended or stored object, open a door, or produce some similar effect.

You might have to attempt a skill check to determine if your Interact action was successful.

You can use Interact to shake awake someone who's Unconscious.

Actions 1
Free Hands
Skill
Defense
Tool
Sub-actions
ManipulateThis may provoke Attack of Opportunity and other reactions.

Intimidating Glare

26th July 2020 at 1:12am
Feat General Skill

Prerequisites Trained in Intimidation.

You can Demoralize with a mere glare.

When you do, Demoralize loses the Auditory trait and gains the Visual trait, and you don’t take a penalty if the creature doesn’t understand your language.

Feat Type Skill
Level1
SkillIntimidation
RequirementT
Raging IntimidationIntimidating GlareGrants this automatically and gives it the rage trait.

Intimidating Prowess

26th July 2020 at 1:13am
Feat General Skill

Prerequisites Strength 16, Expert in Intimidation.

In situations where you can physically menace the target when you Coerce or Demoralize, you gain a +1 circumstance bonus to your Intimidation check and you ignore the penalty for not sharing a language.

If your Strength score is 20 or higher and you are a master in Intimidation, this bonus increases to +2.

Feat Type Skill
Level2
SkillIntimidation
RequirementE

Intimidation

12th July 2020 at 5:24pm
Skill

Key Ability Charisma.

You bend others to your will using threats.

Actions for this skill:

Feats for this skill:

CharismaIntimidationKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Feral MutagenIntimidationAllows Bestial Mutagen to grant an item bonus.

Inventor

26th July 2020 at 1:13am
Downtime Feat General Skill

Prerequisites Master in Crafting.

You are a genius at Crafting, easily able to determine how things are made and create new inventions.

You can spend downtime to invent a common Formula that you don’t know.

This works just like the Craft activity: you spend half the Price of the formula up front, attempt a Crafting check, and on a success either finish the formula by paying the difference or work for longer to decrease the Price.

The difference is that you spend the additional time in research, design, and development, rather than in creating an item.

Once it’s complete, you add the new formula you invented to your formula book.

Feat Type Skill
Level7
SkillCrafting
RequirementM

Investigate

22nd July 2020 at 10:13pm
Activity Concentrate Exploration

You seek out information about your surroundings while traveling at half speed.

You use Recall Knowledge as a secret check to discover clues among the various things you can see and engage with as you journey along.

You can use any skill that has a Recall Knowledge action while Investigating, but the GM determines whether the skill is relevant to the clues you could find.

As with Searching or Detecting Magic, the initial result of Investigating is usually enough to give the investigator a clue that leads into a more thorough examination, but it rarely gives all possible information. For instance, a character might note that the walls of a dungeon are covered with Abyssal writing, but they would need to stop to read the text or determine that it’s written in blood.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).

Invincible Mutagen

23rd July 2020 at 9:31pm
Alchemist Class Feat

The fortifying additives you brew into your mutagens make your juggernaut form impervious.

Whenever you’re affected by a Juggernaut Mutagen you created, you gain resistance to all physical damage equal to your Intelligence modifier (minimum 0).

Feat Type Class
Level12
ClassAlchemist

Invisibility

26th July 2020 at 11:48pm
Arcane Concentrate Illusion Manipulate Material Occult Somatic Spell
Level2
ComponentsMaterial Somatic
Cast Time
RangeTouch
Area
Target1 creature
Save
Duration10 minutes

Cloaked in illusion, the target becomes Invisible.

This makes it Undetected to all creatures who have vision as their precise sense, though the creatures can attempt to find the target, making it Hidden to them instead.

If the target uses a Hostile Action, the spell ends after that hostile action is completed.

Heightened (4th) The spell lasts 1 minute, but it doesn’t end if the target uses a hostile action.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.

Invisibility Sphere

26th July 2020 at 11:51pm
Arcane Concentrate Illusion Manipulate Material Occult Somatic Spell
Level3
ComponentsMaterial Somatic
Cast Time
Range
Area10 foot Emanation
TargetYou and any number of creatures in range ie, area
Save
Duration10 minutes

You and all targets are Invisible except to each other as long as you remain within the spell’s area.

If a creature made invisible by this spell leaves the spell’s area, it becomes visible and remains so even if it returns to the spell’s area.

If any creature made invisible by this spell uses a Hostile Action, the spell ends after the hostile action is completed.

While exploring, it’s easy to move together slowly and remain invisible. This is untenable in a battle, however. Once an encounter begins, creatures remain invisible until at most the end of the first round, at which point the spell ends.

Heightened (5th) The duration increases to 1 hour.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.

Invisible

27th June 2020 at 9:46pm
Condition

While invisible, you can’t be seen.

You’re Undetected to everyone who uses vision as a primary or precise sense.

Creatures can Seek to attempt to detect you; if a creature succeeds at its Perception check against your Stealth DC, you become Hidden to that creature until you Sneak to become undetected again.

If you become invisible while someone can already see you, you start out hidden to the observer (instead of undetected) until you successfully Sneak.

You can’t become observed while invisible except via special abilities or magic or precise senses other than vision.

Other effects might make an invisible creature hidden or even observed but Concealed. For instance, if you were tracking an invisible creature’s footprints through the snow, the footprints would make it hidden. Similarly, throwing a net over an invisible creature would make it observed but concealed for as long as the net is on the creature.

Faerie FireInvisibleMakes an invisible creature only Concealed, not undetected.
GlitterdustInvisibleReduces invisibilty to concealment on targets.
See InvisibilityInvisibleMakes invisible things only Concealed.

Iron Will

8th July 2020 at 8:40pm
Ability

Your mental defenses are an iron fortress.

Your proficiency rank for Will saves increases to expert.

Item Facade

26th July 2020 at 11:54pm
Arcane Concentrate Illusion Manipulate Occult Somatic Spell Verbal Visual
Level1
ComponentsSomatic Verbal
Cast Time
RangeTouch
Area
Target1 object no more than 10 feet by 10 feet by 10 feet
Save
Duration1 hour

You make the target object look and feel as though it were in much better or worse physical condition.

When you cast this spell, decide whether you want to make the object look decrepit or perfect.

An item made to look decrepit appears Broken and Shoddy.

An intact item made to look better appears as though it’s brand new and highly polished or well maintained. A broken item made to look better appears to be intact and functional.

Destroyed items can’t be affected by this spell.

A creature that Interacts with the item can attempt to disbelieve the illusion.

Heightened (2nd) The duration is 24 hours.

Heightened (3rd) The duration is unlimited.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
VisualThis works only against creatures that can see it and are not Blinded.

Jousting

7th July 2020 at 12:42am
Weapon Trait

The weapon is suited for mounted combat with a harness or similar means.

When mounted, if you moved at least 10 feet on the action before your attack, add a circumstance bonus to damage for that attack equal to the number of damage dice for the weapon.

In addition, while mounted, you can wield the weapon in one hand, changing the damage die to the listed value.

Jump

26th July 2020 at 11:56pm
Arcane Manipulate Move Primal Somatic Spell Transmutation
Level1
ComponentsSomatic
Cast Time
Range
Area
Target
Save
Duration

This is a spell. If you're looking for rules on just jumping normally, they're under Leap, High Jump and Long Jump.

Your legs surge with strength, ready to leap high and far.

You jump 30 feet in any direction without touching the ground.

You must land on a space of solid ground within 30 feet of you, or else you Fall after using your next action.

Heightened (3rd) The range becomes touch, the target changes to one touched creature, and the duration becomes 1 minute, allowing the target to jump as described whenever it takes the Leap action.

ArcaneThis spell can be identified using Arcana.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.

Kip Up

20th July 2020 at 9:49pm
Action Feat Free General MCIR Skill

Prerequisites Master in Acrobatics.

You stand up.

This movement doesn't trigger reactions.

This movement isn't a Move action.

Actions Free
Free Hands
Skill
Defense
Tool
Sub-actions
Feat Type Skill
Level7
SkillAcrobatics
RequirementM

Knock

26th July 2020 at 11:58pm
Arcane Concentrate Manipulate Occult Somatic Spell Transmutation Verbal
Level2
ComponentsSomatic Verbal
Cast Time
Range30 feet
Area
Target1 door, lock, or container
Save
Duration1 minute

You make the target easier to open.

Ktock grants a +4 status bonus to any creature that tries to open the target door, lock, or container with an Athletics or a Thievery check. (Probably with Force Open or Pick a Lock, respectively.)

You can attempt a Thievery check to open the target as part of casting knock, and you add your level even if you’re untrained.

Knock Counteracts Lock.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Knockdown

27th June 2020 at 8:59pm
Action

Requirements The monster’s last action was a success with a Strike that lists Knockdown in its damage entry.

The monster knocks the target Prone.

Knockdown is a monster ability. The more normal equivalent ability for PCs is Trip.

Actions 1
Free Hands
Skill
Defense
Tool
Sub-actions

Know Direction

26th July 2020 at 11:59pm
Cantrip Concentrate Detection Divination Divine Manipulate Occult Primal Somatic Spell Verbal
Level1
ComponentsSomatic Verbal
Cast Time
Range
Area
Target
Save
Duration

In your mind’s eye, you see a path northward.

You immediately know which direction is north (if it exists at your current location).

Heightened (7th) You can instead know the direction to a familiar location, such as a previous home or a favorite tavern.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Lasting Coercion

26th July 2020 at 1:14am
Feat General Skill

Prerequisites Expert in Intimidation.

When you successfully Coerce someone, the maximum time they comply increases to a week, still determined by the GM.

If you’re legendary, the maximum increases to a month.

Feat Type Skill
Level2
SkillIntimidation
RequirementE

Leap

2nd July 2020 at 3:34pm
Action Move

You take a careful, short jump.

You can Leap up to 10 feet horizontally if your Speed is at least 15 feet, or up to 15 feet horizontally if your Speed is at least 30 feet.

If you have Powerful Leap, you can leap 5' further.

You land in the space where your Leap ends (meaning you can typically clear a 5-foot gap, or a 10-foot gap if your Speed is 30 feet or more).

If you Leap vertically, you can move up to 3 feet vertically and 5 feet horizontally onto an elevated surface.

If you have Powerful Leap, you can leap up to 5 feet vertically.

Jumping a greater distance requires using the Athletics skill.

Actions 1
Free Hands
Skill
Defense
Tool
Sub-actions
JumpLeapCan modify leap to a fix length of 30 feet.
Powerful LeapLeapIncrease horizontal by 5 feet, and can jump 5 feet up.
Raging AthleteLeapLeap distance increases by 5 feet.
Wall JumpLeapCan chain jump actions that end adjacent walls.

Learn a Spell

25th July 2020 at 3:21pm
Action Concentrate Exploration Trained

Requirements You have a spellcasting class feature, and the spell you want to learn is on your magical tradition’s spell list.

You can gain access to a new spell of your tradition from someone who knows that spell or from magical writing like a spellbook or scroll.

If you can cast spells of multiple traditions, you can Learn a Spell of any of those traditions, but you must use the corresponding skill to do so. For example, if you were a cleric with the bard multiclass archetype, you couldn’t use Religion to add an occult spell to your bardic spell repertoire.

To learn the spell, you must do the following:

  • Spend 1 hour per level of the spell, during which you must remain in conversation with a person who knows the spell or have the magical writing in your possession.
  • Have materials with the Price indicated in Table 4–3.
  • Attempt a skill check for the skill corresponding to your tradition (DC determined by the GM, often close to the DC on Table 4–3). Uncommon or rare spells have higher DCs; full guidelines for the GM appear on page 503.
  • If you have a spellbook, Learning a Spell lets you add the spell to your spellbook; if you prepare spells from a list, it’s added to your list; if you have a spell repertoire, you can select it when you add or swap spells.
Spell LevelPriceTypical DC
1st or cantrip2 gp15
2nd6 gp18
3rd16 gp20
4th36 gp23
5th70 gp26
6th140 gp28
7th300 gp31
8th650 gp34
9th1,500 gp36
10th7,000 gp41

Critical SuccessYou expend half the materials and learn the spell.
SuccessYou expend the materials and learn the spell.
FailureYou fail to learn the spell but can try again after you gain a level. The materials aren’t expended.
Critical FailureAs failure, plus you expend half the materials.
Actions
Free Hands
SkillArcana Religion Occultism Nature 
Defense
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).
TrainedYou must be trained in the relevant skill to use this. Having Untrained Improvisation is not sufficient.
Magical ShorthandLearn a SpellReduces time needed to learn spells.
ArcanaLearn a Spell
IntelligenceArcanaKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.
ReligionLearn a Spell
Unified TheoryReligionCan use Arcana instead for magic related checks.
WisdomReligionKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.
OccultismLearn a Spell
IntelligenceOccultismKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.
Unified TheoryOccultismCan use Arcana instead for magic related checks.
NatureLearn a Spell
Unified TheoryNatureCan use Arcana instead for magic related checks.
WisdomNatureKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.

Legendary Codebreaker

26th July 2020 at 1:15am
Feat General Skill

Prerequisites Legendary in Society.

Your skill with languages and codes is so great that you can decipher information with little more than a quick read through a text.

You can Decipher Writing using Society while reading at normal speed.

If you slow down and spend the full amount of time that’s ordinarily required and roll a success, you get a critical success; if you critically succeed while spending the normal amount of time, you gain a nearly word-for-word understanding of the document.

The PDF index lists this as "Legendary Codebreaking".

Feat Type Skill
Level15
SkillSociety
RequirementL

Legendary Guide

30th July 2020 at 1:58am
Feat General Skill

You know the wilderness so well that you can help your party travel through it with ease.

When you are setting the path for your party through wilderness terrain, your party gains a +10-foot circumstance bonus to its Speed for the purpose of calculating the party’s travel speed, your party’s travel speed doesn’t decrease in Difficult Terrain, and greater difficult terrain halves your party’s travel speed instead of reducing it to a third.

This doesn’t increase your party’s Speed during an encounter or allow your party to ignore difficult terrain during an encounter.

Feat Type Skill
Level15
SkillSurvival
RequirementL

Legendary Linguist

1st July 2020 at 8:21pm
Feat General Skill

Prerequisites Legendary in Society, Multilingual.

You’re so skilled with languages you can create a pidgin instantly.

You can always talk to any creature that has a language—even a language you don’t know— by creating a new pidgin language that uses simplified terms and conveys basic concepts.

To do so, you must first understand at least what medium of communication the creature uses (speech, sign language, and so on).

Feat Type Skill
Level15
SkillSociety
RequirementL

Legendary Medic

26th July 2020 at 1:15am
Feat General Skill

Prerequisites Legendary in Medicine.

You’ve discovered medical breakthroughs or techniques that achieve miraculous results.

Once per day for each target, you can spend 1 hour treating that target and attempt a Medicine check to remove a Disease or the Blinded, Deafened, Doomed, or Drained condition.

Use the DC of the disease or of the spell or effect that created the condition.

If the effect’s source is an artifact, above 20th level, or similarly powerful, increase the DC by 10.

Feat Type Skill
Level15
SkillMedicine
RequirementL

Legendary Negotiation

1st July 2020 at 8:24pm
Action Feat General Skill

Prerequisites Legendary in Diplomacy.

You can negotiate incredibly quickly in adverse situations.

You attempt to Make an Impression and then Request your opponent cease their current activity and engage in negotiations.

You take a –5 penalty to your Diplomacy check. The GM sets the DC of the Request based on the circumstances—it’s generally at least a very hard DC of the creature’s level.

Some creatures might simply refuse, and even those who agree to parley might ultimately find your arguments lacking and return to violence.

Actions 3
Free Hands
Skill
Defense
Tool
Sub-actions
Feat Type Skill
Level15
SkillDiplomacy
RequirementL

Legendary Performer

26th July 2020 at 1:16am
Feat General Skill

Prerequisites Legendary in Performance, Virtuosic Performer.

Your fame has spread throughout the lands.

NPCs who succeed at a DC 10 Society check to Recall Knowledge have heard of you and usually have an attitude toward you one step better than normal, depending on your reputation and the NPC’s disposition. For instance, if you’re well-known for cruel and demanding behavior, creatures might be intimidated by you, rather than be friendly toward you.

When you Earn Income with Performance, you attract higher-level audiences than your location would allow, as audiences flock to see you. For instance, rulers and angels might travel to your small tower in the woods to hear you perform. Typically, this increases the audiences available by 2 levels or more, determined by the GM.

Feat Type Skill
Level15
SkillPerformance
RequirementL

Legendary Professional

26th July 2020 at 1:17am
Feat General Skill

Prerequisites Legendary in Lore.

Your fame has spread throughout the lands (for instance, if you have Warfare Lore, you might be a legendary general or tactician).

NPCs who succeed at a DC 10 Society check to Recall Knowledge have heard of you and usually have an attitude toward you one step better than normal, depending on your reputation and the NPC’s disposition. For instance, if you’re well-known for cruel and demanding behavior, creatures might be intimidated by you, rather than be friendly toward you.

When you Earn Income with Lore, you attract higher-level jobs than your location would allow, as people flock to consult you. Typically, this increases the jobs available by 2 levels or more, determined by the GM.

Feat Type Skill
Level15
SkillLore
RequirementL

Legendary Sneak

26th July 2020 at 1:17am
Feat General Skill

Prerequisites Legendary in Stealth, Swift Sneak.

You’re always sneaking unless you choose to be seen, even when there’s nowhere to hide.

You can Hide and Sneak even without cover or being concealed.

When you use the Avoid Notice exploration activity, you can move at full Speed and use another exploration activity at the same time.

When you employ an exploration tactic other than Avoid Notice, you also gain the benefits of Avoiding Notice unless you choose not to.

Feat Type Skill
Level15
SkillStealth
RequirementL

Legendary Survivalist

1st July 2020 at 11:35pm
Feat General Skill

Prerequisites Legendary in Survival.

You can survive indefinitely without food or water and can endure severe, extreme, and incredible cold and heat without taking damage from doing so.

Feat Type Skill
Level15
SkillSurvival
RequirementL

Legendary Thief

26th July 2020 at 1:18am
Feat General Skill

Prerequisites Legendary in Thievery, Pickpocket.

Your ability to Steal defies belief.

You can attempt to Steal something that is actively wielded or that would be extremely noticeable or time consuming to remove (like worn shoes or armor).

You must do so slowly and carefully, spending at least 1 minute (and significantly longer for items that are normally time consuming to remove, like armor).

Throughout this duration you must have some means of staying hidden, such as the cover of darkness or a bustling crowd.

You take a –5 penalty to your Thievery check.

Even if you succeed, if the item is extremely prominent—like a suit of full plate armor onlookers will quickly notice it’s gone after you steal it.

Feat Type Skill
Level15
SkillThievery
RequirementL

Lengthy Diversion

26th July 2020 at 1:18am
Feat General Skill

Prerequisites Trained in Deception.

When you critically succeed to Create a Diversion, you continue to remain hidden after the end of your turn.

This effect lasts for an amount of time that depends on the diversion and situation, as determined by the GM (minimum 1 additional round).

Feat Type Skill
Level1
SkillDeception
RequirementT

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Levitate

27th July 2020 at 12:10am
Arcane Concentrate Evocation Manipulate Occult Somatic Spell Verbal
Level3
ComponentsSomatic Verbal
Cast Time
RangeTouch
Area
Target1 unattended object or willing creature
Save
Duration5 minutes

You defy gravity and levitate the target 5 feet off the ground.

For the duration of the spell, you can move the target up or down 10 feet with a single action, which has the Concentrate trait.

A creature floating in the air from levitate takes a –2 circumstance penalty to attack rolls.

A floating creature can spend an Interact action to stabilize itself and negate this penalty for the remainder of its turn.

If the target is adjacent to a fixed object or terrain of suitable stability, it can move across the surface by climbing (if the surface is vertical, like a wall) or crawling (if the surface is horizontal, such as a ceiling).

The GM determines which surfaces can be climbed or crawled across.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Lie

25th July 2020 at 3:09pm
Action Auditory Concentrate Linguistic Mental Secret

You try to fool someone with an untruth.

Doing so takes at least 1 round, or longer if the lie is elaborate.

You roll a single Deception check and compare it against the Perception DC of every creature you are trying to fool. If they have Lie to Me, they can use their Deception DC instead if it is better.

The GM might give them a circumstance bonus based on the situation and the nature of the lie you are trying to tell. Elaborate or highly unbelievable lies are much harder to get a creature to believe than simpler and more believable lies, and some lies are so big that it’s impossible to get anyone to believe them.

At the GM’s discretion, if a creature initially believes your lie, it might attempt a Perception check later to Sense Motive against your Deception DC to realize it’s a lie. This usually happens if the creature discovers enough evidence to counter your statements.

Critical SuccessIf you have Charming Liar, the target believes your lie and their attitude improves by one step, once per conversation.
SuccessThe target believes your lie.
FailureThe target doesn’t believe your lie and gains a +4 circumstance bonus against your attempts to Lie for the duration of your conversation. The target is also more likely to be suspicious of you in the future.
Critical Failure

If you have Confabulator, the bonus the target gets based on previous failed attempts to lie is reduced.

Actions
Free Hands
SkillDeception 
DefensePerception
Tool
Sub-actions
AuditoryThis works only against creatures that can hear it and are not Deafened.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
LinguisticYour target must be able to understand your language.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
SecretThe GM makes the roll for this in secret.
Charming LiarLieOn a crit, you improve target's attitude.
ConfabulatorLieReduces circumstance bonus from previous attempts.
Deceptive WorshipLieUse Occultism to lie about your religion.
GlibnessLieGives +4 status and halves circumstance penalties.
Lie to MeLieCan use Deception instead of Perception to detect lie.
DeceptionLie
CharismaDeceptionKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.

Lie to Me

26th July 2020 at 1:18am
Feat General Skill

Prerequisites Trained in Deception.

You can use Deception to weave traps to trip up anyone trying to deceive you.

If you can engage in conversation with someone trying to Lie to you, use your Deception DC if it is higher than your Perception DC to determine whether they succeed.

This doesn’t apply if you don’t have a back-and-forth dialogue, such as when someone attempts to Lie during a long speech.

Feat Type Skill
Level1
SkillDeception
RequirementT

Lifesense

27th June 2020 at 9:04pm
Ability

Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range.

The sense can distinguish between the positive energy animating living creatures and the negative energy animating undead creatures, much as sight distinguishes colors.

Light

27th July 2020 at 12:15am
Arcane Cantrip Concentrate Divine Evocation Light Manipulate Occult Primal Somatic Spell Verbal
Level1
ComponentsSomatic Verbal
Cast Time
RangeTouch
Area
Target1 unattended, non-magical object of 1 Bulk or less
Save
DurationUntil the next time you make your daily preparations

The object glows, casting bright light in a 20-foot radius and dim light for the next 20 feet, like a Torch.

If you cast this spell again on a second object, the light spell on the first object ends.

Heightened (4th) The object sheds bright light in a 60-foot radius and dim light for the next 60 feet.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Light Blindness

27th June 2020 at 9:05pm
Ability

As long as the monster is in an area of bright light, it’s Dazzled.

When first exposed to bright light, the monster is Blinded until the end of its next turn.

After this exposure, light doesn’t blind the monster again until after it spends 1 hour in darkness. (It does still dazzle it.)

Lightning Bolt

27th July 2020 at 12:16am
Arcane Concentrate Electricity Evocation Manipulate Primal Somatic Spell Verbal
Level3
ComponentsSomatic Verbal
Cast Time
Range
Area120 foot Line
Target
SaveReflex
Duration

A bolt of lightning strikes outward from your hand, dealing 4d12 Electricity damage with a basic Reflex save.

Heightened (+1) The damage increases by 1d12.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Line

19th July 2020 at 7:40pm
Area

A line shoots forth from you in a straight line in a direction of your choosing.

The line affects each creature whose space it overlaps.

Unless a line effect says otherwise, it is 5 feet wide. For example, the lightning bolt spell’s area is a 60-foot line that’s 5 feet wide.

Linguistic

30th June 2020 at 3:46pm
Trait

An effect with this trait depends on language comprehension.

A linguistic effect that targets a creature works only if the target understands the language you are using.

Locate

27th July 2020 at 12:19am
Arcane Concentrate Detection Divination Divine Manipulate Material Occult Somatic Spell Uncommon Verbal
Level3
ComponentsMaterial Somatic Verbal
Cast Time10 minutes
Range500 feet
Area
Target1 specific object or type of object
Save
DurationSustained

You learn the direction to the target (if you picked a specific object, such as “my mother’s sword”) or the nearest target (if you picked a type of object, such as “swords”).

If the target is a specific object, you must have observed it directly with your own senses. If it’s a type of object, you still need to have an accurate mental image of the type of object.

If there’s lead or running water between you and the target, this spell can’t locate the object. This means you might find a type of object farther away if the nearest one is behind lead or running water.

Heightened (5th) You can target a specific creature or ancestry instead of an object, but you must have met or seen up close the creature or ancestry you want to target.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Lock

27th July 2020 at 12:22am
Abjuration Arcane Concentrate Divine Manipulate Occult Somatic Spell Verbal
Level1
ComponentsSomatic Verbal
Cast Time
RangeTouch
Area
Target1 lock, or a door or container with a latch
Save
Duration1 day

The target’s latch mechanism clinks shut, held fast by unseen magical restraints.

When you magically lock a target, you set an Athletics and Thievery DC to open it equal to your spell DC or the base lock DC with a +4 status bonus, whichever is higher.

Any key or combination that once opened a lock affected by this spell does not do so for the duration of the spell, though the key or combination does grant a +4 circumstance bonus to checks to open the door.

If the target is opened, the spell ends.

Assuming the target is not barred or locked in some additional way, you can unlock and open it with an Interact action during which you touch the target.

This does not end the spell.

You can Dismiss this spell at any time and from any distance.

Heightened (2nd) The duration increases to unlimited, but you must expend 6 gp worth of gold dust as an additional cost.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Long Jump

23rd July 2020 at 10:52pm
Action Untrained

You Stride, then make a horizontal Leap and attempt an Athletics check to increase the length of your jump.

If you have Quick Jump, you can Long Jump as a single action but you don't Stride.

The DC of the Athletics check is equal to the total distance in feet you’re attempting to move during your Leap (so you’d need to succeed at a DC 20 check to Leap 20 feet). You can’t Leap farther than your Speed. This DC might be increased or decreased due to the situation, as determined by the GM.

If you didn’t Stride at least 10 feet, or if you attempt to jump in a different direction than your Stride, you automatically fail your check unless you have Quick Jump.

If you have Wall Jump, you can jump a second time off a wall as a single action.

If you have Cloud Jump, you jump a number of feet equal to the DC you roll tripled, limited to your Speed times the number of actions you spent jumping.

Critical Success
SuccessIncrease the maximum horizontal distance you Leap to the desired distance.
FailureYou Leap normally.
Critical FailureYou Leap normally, but then fall and land Prone.
Actions 2
Free Hands
SkillAthletics 
Defense
Tool
Sub-actions
Cloud JumpLong JumpTriples long jump distance up to speed action limit.
Quick JumpLong JumpUse jump without striding as 1 action.
Raging AthleteLong JumpLowers DC by 10 when raging.
Wall JumpLong JumpCan chain jump actions that end adjacent walls.
AthleticsLong Jump
StrengthAthleticsKey ability for this skill.
EnfeebledStrengthReduces Strength by the condition value.
SickenedStrengthReduces Strength by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
LeapLong Jump
JumpLeapCan modify leap to a fix length of 30 feet.
Powerful LeapLeapIncrease horizontal by 5 feet, and can jump 5 feet up.
Raging AthleteLeapLeap distance increases by 5 feet.
Wall JumpLeapCan chain jump actions that end adjacent walls.

Longstrider

27th July 2020 at 12:23am
Arcane Concentrate Manipulate Primal Somatic Spell Transmutation Verbal
Level1
ComponentsSomatic Verbal
Cast Time
Range
Area
Target
Save
Duration1 hour

You lengthen your stride beyond what should be possible.

You gain a +10-foot status bonus to your Speed.

Heightened (2nd) The duration increases to 8 hours.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Lore

20th July 2020 at 11:02pm
Skill

Key Ability Intelligence.

You have specialized information on a narrow topic.

Lore features many subcategories. You might have Military Lore, Sailing Lore, Vampire Lore, or any similar subcategory of the skill.

Each subcategory counts as its own skill, so applying a skill increase to Planar Lore wouldn’t increase your proficiency with Sailing Lore, for example.

You gain a specific subcategory of the Lore skill from your background. The GM determines what other subcategories they’ll allow as Lore skills, though these categories are always less broad than any of the other skills that allow you to Recall Knowledge, and they should never be able to fully or mainly take the place of another skill’s Recall Knowledge action. For instance, Magic Lore wouldn’t enable you to recall the same breadth of knowledge covered by Arcana, Adventuring Lore wouldn’t simply give you all the information an adventurer needs, and Planar Lore would not be sufficient to gain all the information spread across various skills and subcategories such as Heaven Lore.

If you have multiple subcategories of Lore that could apply to a check or that would overlap with another skill in the circumstances, you can use the skill with the better skill modifier or the one you would prefer to use.

If there’s any doubt whether a Lore skill applies to a specific topic or action, the GM decides whether it can be used or not.

Actions for this skill:

Feats for this skill:

IntelligenceLoreKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.

Low-Light Vision

27th June 2020 at 9:05pm
Ability

The creature can see in dim light as though it were bright light.

It ignores the Concealed condition due to dim light.

Mage Armor

27th July 2020 at 12:26am
Abjuration Arcane Concentrate Manipulate Occult Somatic Spell Verbal
Level1
ComponentsSomatic Verbal
Cast Time
Range
Area
Target
Save
DurationUntil the next time you make your {{daily preparations|Rest}}

You ward yourself with shimmering magical energy, gaining a +1 item bonus to AC and a maximum Dexterity modifier of +5.

While wearing mage armor, you use your unarmored proficiency to calculate your AC.

Heightened (4th) You gain a +1 item bonus to saving throws.

Heightened (6th) The item bonus to AC increases to +2, and you gain a +1 item bonus to saving throws.

Heightened (8th) The item bonus to AC increases to +2, and you gain a +2 item bonus to saving throws.

Heightened (10th) The item bonus to AC increases to +3, and you gain a +3 item bonus to saving throws.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Mage Hand

27th July 2020 at 12:28am
Arcane Cantrip Concentrate Evocation Manipulate Occult Somatic Spell Verbal
Level1
ComponentsSomatic Verbal
Cast Time
Range30 feet
Area
Target1 unattended object of light Bulk or less
Save
DurationSustained

You create a single magical hand, either invisible or ghostlike, that grasps the target object and moves it slowly up to 20 feet.

Because you’re levitating the object, you can move it in any direction.

When you Sustain the Spell, you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls.

Heightened (3rd) You can target an unattended object with a Bulk of 1 or less.

Heightened (5th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 1 or less.

Heightened (7th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 2 or less.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Magic Aura

27th July 2020 at 12:30am
Arcane Concentrate Illusion Manipulate Material Occult Somatic Spell Uncommon Verbal
Level1
ComponentsMaterial Somatic Verbal
Cast Time1 minute
RangeTouch
Area
Target1 object of 3 bulk or less
Save
DurationUntil the next time you make your daily preparations

You alter the appearance of an item’s magic aura.

You can choose to have the target’s aura appear as that of common magic item of twice magic aura’s level or lower, or to have it register as being under the effects of a spell of your choice of magic aura’s level or lower.

If the target is magical, you can instead choose to have it appear as entirely non-magical.

A caster using Detect Magic or study aura (they probably mean Read Aura) of an equal or higher spell level can attempt to disbelieve the illusion from magic aura.

Magic aura doesn’t mask the aura of spells that are 9th level or higher or of items that are 19th level or higher.

Heightened (3rd) You can target a creature instead of an object. When you do, you can either conceal the auras of all magic items it has or have that creature’s aura appear as if it were under the effect of a spell you know.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Magic Fang

27th July 2020 at 12:32am
Concentrate Manipulate Primal Somatic Spell Transmutation Verbal
Level1
ComponentsSomatic Verbal
Cast Time
RangeTouch
Area
Target1 willing ally
Save
Duration1 minute

Choose one of the target’s unarmed attacks that deal one damage die.

You cause that unarmed attack to shine with primal energy.

The unarmed attack becomes a +1 Striking unarmed attack, gaining a +1 item bonus to attack rolls and increasing the number of damage dice to two.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Magic Missile

27th July 2020 at 12:34am
Arcane Concentrate Evocation Force Manipulate Occult Somatic Spell Verbal
Level1
ComponentsSomatic Verbal
Cast Time
Range120 feet
Area
Target1 creature
Save
Duration

You send a dart of force streaking toward a creature that you can see.

It automatically hits and deals 1d4+1 Force damage.

For each additional action you use when Casting the Spell, increase the number of missiles you shoot by one, to a maximum of three missiles for 3 actions.

You choose the target for each missile individually.

If you shoot more than one missile at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth.

If you shoot only one missile, this spell is but it still has both Verbal and Somatic components. This is an exception to the usual rules for number of actions to cast.

Heightened (+2) You shoot one additional missile with each action you spend.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Magic Mouth

27th July 2020 at 12:36am
Arcane Auditory Concentrate Illusion Manipulate Occult Somatic Spell Verbal Visual
Level2
Components
Cast Time
RangeTouch
Area
Target1 creature or object
Save
DurationUnlimited

You specify a trigger and a message up to 25 words long.

When the specified trigger occurs within 30 feet of the target, an illusory mouth appears on the target and speaks the message, and the magic mouth spell ends.

Because the mouth is an illusion, a target immune to illusions may miss the message!

ArcaneThis spell can be identified using Arcana.
AuditoryThis works only against creatures that can hear it and are not Deafened.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
VisualThis works only against creatures that can see it and are not Blinded.

Magic Weapon

27th July 2020 at 12:38am
Arcane Concentrate Divine Manipulate Occult Somatic Spell Transmutation Verbal
Level1
ComponentsSomatic Verbal
Cast Time
RangeTouch
Area
Target1 non-magical weapon that is unattended or wielded by you or a willing ally
Save
Duration1 minute

The weapon glimmers with magic and energy.

The target becomes a +1 Striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Magical Crafting

26th July 2020 at 1:18am
Feat General Skill

Prerequisites Expert in Crafting.

You can Craft magic items, though some have other requirements.

When you select this feat, you gain formulas for four common magic items of 2nd level or lower.

Feat Type Skill
Level2
SkillCrafting
RequirementE

Magical Shorthand

26th July 2020 at 1:19am
Feat General Skill

Prerequisites Expert in Arcana, Nature, Occultism, or Religion.

Learning spells comes easily to you.

If you’re an expert in a tradition’s associated skill, you take 10 minutes per spell level to learn a spell of that tradition, rather than 1 hour per spell level. If you’re a master in the tradition’s associated skill, learning a spell takes 5 minutes per spell level, and if you’re legendary, it takes 1 minute per spell level.

If you fail to learn the spell, you can try again after 1 week or after you gain a level, whichever comes first.

You can use downtime to learn and inscribe new spells. This works as if you were using Earn Income with the tradition’s associated skill, but instead of gaining money, you choose a spell available to you to learn and gain a discount on learning it, learning it for free if your earned income equals or exceeds its cost.

Feat Type Skill
Level2
SkillArcana Nature Occultism Religion
RequirementE

Magnificent Mansion

27th July 2020 at 12:40am
Arcane Concentrate Conjuration Extradimensional Manipulate Material Occult Somatic Spell Uncommon Verbal
Level7
ComponentsMaterial Somatic Verbal
Cast Time1 minute
Range30 feet
Area
Target
Save
Duration24 hours

You conjure an extradimensional demiplane consisting of a spacious dwelling with a single entrance.

The entrance connects to the plane where you Cast the Spell, appearing anywhere within the spell’s range as a faint, shimmering, vertical rectangle 5 feet wide and 10 feet high.

You designate who can enter when you cast the spell.

Once inside, you can shut the entrance, making it invisible. You and the creatures you designated can reopen the door at will, just like opening a physical door.

Inside, the demiplane appears to be a mansion featuring a magnificent foyer and numerous opulent chambers. The mansion can have any floor plan you imagine as you Cast the Spell, provided it fits within a space 40 feet wide, 40 feet deep, and 30 feet tall.

While the entrance to the mansion is closed, effects from outside the mansion fail to penetrate it, and vice versa, except for Plane Shift, which can be used to enter the mansion.

You can use Scrying magic and similar effects to observe the outside only if they’re capable of crossing planes.

A staff of up to 24 servants attends to anyone within the mansion. These are like the servant created by the Unseen Servant spell, though they’re visible, with an appearance you determine during casting. The mansion is stocked with enough food to serve a nine-course banquet to 150 people.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Make an Impression

25th July 2020 at 3:17pm
Action Auditory Concentrate Exploration Linguistic Mental

With at least 1 minute of conversation, during which you engage in charismatic overtures, flattery, and other acts of goodwill, you seek to make a good impression on someone to make them temporarily agreeable.

At the end of the conversation, attempt a Diplomacy check against the Will DC of one target, modified by any circumstances the GM sees fit.

Good impressions (or bad impressions, on a critical failure) last for only the current social interaction unless the GM decides otherwise.

If you have Impressive Performance, you can Make an Impression using Performance instead of Diplomacy.

Critical SuccessThe target’s attitude toward you improves by two steps.
SuccessThe target’s attitude toward you improves by one step.
Failure
Critical FailureThe target’s attitude toward you worsens by one step.
Actions
Free Hands
SkillDiplomacy 
DefenseWill
Tool
Sub-actions
AuditoryThis works only against creatures that can hear it and are not Deafened.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).
LinguisticYour target must be able to understand your language.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
Courtly GracesMake an ImpressionUse Society to impress nobles.
Glad-HandMake an ImpressionMake an impression on first meeting at -5.
Group ImpressionMake an ImpressionImpress multiple targets based on proficiency.
Impressive PerformanceMake an ImpressionImpress with Performance.
DiplomacyMake an Impression
CharismaDiplomacyKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.

Maneuver in Flight

25th July 2020 at 3:49pm
Action Move Trained

Requirements You have a fly Speed.

You try a difficult maneuver while flying. Attempt an Acrobatics check. The GM determines what maneuvers are possible, but they rarely allow you to move farther than your fly Speed.

Critical Success
SuccessYou succeed at the maneuver.
FailureYour maneuver fails. The GM chooses if you simply can’t move or if some other detrimental effect happens. The outcome should be appropriate for the maneuver you attempted (for instance, being blown off course if you were trying to fly against a strong wind).
Critical FailureAs failure, but the consequence is more dire.
Actions 1
Free Hands
SkillAcrobatics 
Defense
Tool
Sub-actions
TrainedYou must be trained in the relevant skill to use this. Having Untrained Improvisation is not sufficient.
AcrobaticsManeuver in Flight
DexterityAcrobaticsKey ability for this skill.
ClumsyDexterityGives status penalty to Dexterity equal to condition value.
FrightenedDexterityReduces all checks and DCs.
SickenedDexterityReduces Dexterity by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.

Manipulate

29th June 2020 at 8:08pm
Trait

You must physically manipulate an item or make gestures to use an action with this trait.

Creatures without a suitable appendage can’t perform actions with this trait.

Manipulate actions often trigger reactions.

Manipulate actions can trigger an Attack of Opportunity.

Having the manipulate trait alone does not necessarily mean that an action requires a free hand.

Gaseous FormManipulatePrevents Manipulate actions.

Mariner's Curse

27th July 2020 at 12:43am
Arcane Attack Concentrate Curse Manipulate Necromancy Occult Primal Somatic Spell Verbal
Level5
ComponentsSomatic Verbal
Cast Time
RangeTouch
Area
Target1 creature
SaveWill
Duration

You afflict the target with the curse of the roiling, unforgiving sea.

The target must attempt a Will save.

Critical SuccessThe target is unaffected.
SuccessThe target becomes Sickened 1. Reducing its sickened condition to 0 ends the curse.
FailureThe target becomes Sickened 1 and can't reduce its Sickened condition below 1 while the curse remains. The curse can be lifted by Remove Curse or similar magic. Whenever the target is sickened and on the water at least a mile from shore, it is also Slowed 1.
Critical FailureAs failure, but the target becomes Sickened 2.
ArcaneThis spell can be identified using Arcana.
AttackThis is affected by Multiple Attack Penalty.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Mask of Terror

27th July 2020 at 12:46am
Arcane Concentrate Emotion Fear Illusion Manipulate Mental Occult Primal Somatic Spell Verbal Visual
Level7
ComponentsSomatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
SaveWill
Duration1 minute

The target appears to be a gruesome and terrifying creature. The effect is unique to each observer, so a human viewing the target might see a demon with bloody fangs, but a demon observing the target might see a glowing angelic visage.

When any creature attempts a Hostile Action against the target, the creature must attempt a Will save.

It is then temporarily immune until the end of its next turn.

Heightened (8th) You can target up to 5 creatures. If a creature uses a hostile action or reaction that affects multiple targets simultaneously, it needs to attempt only one save against mask of terror.

The non-heightened version does not explicitly mention reactions, but it is generally assumed that the intent is not that hostile reactions are a different class from hostile actions.

Critical SuccessThe creature is unaffected.
SuccessThe creature is unaffected.
FailureThe creature becomes Frightened 2 before using its action.
Critical FailureThe creature becomes Frightened 2, and its action fails and is wasted.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
EmotionThis won't work on creatures with mechanical or artificial intillegence.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
VisualThis works only against creatures that can see it and are not Blinded.

Massacre

27th July 2020 at 12:49am
Arcane Concentrate Death Divine Manipulate Necromancy Negative Primal Somatic Spell Verbal
Level9
ComponentsSomatic Verbal
Cast Time
Range
Area60 foot Line
Target
SaveFortitude
Duration

You unleash a wave of necromantic energy to snuff out the life force of those in its path.

Each creature of 17th level or lower in the line must attempt a Fortitude save.

Critical SuccessThe creature is unaffected.
SuccessThe creature takes 9d6 negative damage.
FailureThe creature takes 100 negative damage.
Critical FailureThe creature dies.

If the damage from massacre reduces a creature to 0 Hit Points, that creature dies instantly.

If massacre doesn’t kill even a single creature, the negative energy violently explodes back toward you, dealing an additional 30 negative damage to every creature in the line (even those above 17th level) and 30 negative damage to you.

Heightened (10th) The spell can affect creatures up to 19th level. Increase the damage to 10d6 on a success, and to 115 on a failure.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Material

27th June 2020 at 11:09pm

A material component is a bit of physical matter consumed in the casting of the spell.

The spell gains the Manipulate trait and requires you to have a free hand to retrieve and manipulate a material component.

That component is expended in the casting (even if the spell is disrupted).

Except in extreme circumstances, you can assume all common components are included in a material component pouch.

If you’re a Bard Casting a Spell from the Occult tradition while holding a musical instrument, you can play that instrument to replace any material, somatic, or verbal components the spell requires by using the instrument as a Focus component instead. Cast a Spell gains the Auditory trait if you make this substitution. Unlike the normal rules for a focus component, you can’t retrieve or stow the instrument when making this substitution.

If you’re a Cleric Casting a Spell from the Divine tradition while holding a divine focus (such as a religious symbol or text), you can replace any material component the spell requires by using the divine focus as a Focus component instead. Unlike the normal rules for a focus component, you can’t retrieve or stow the focus when making this substitution.

If you’re a Druid Casting a Spell from the Primal tradition while holding a primal focus (such as holly and mistletoe), you can replace any material component the spell requires by using the primal focus as a Focus component instead. Unlike the normal rules for a focus component, you can’t retrieve or stow the focus when making this substitution.

If you’re a Sorcerer Casting a Spell from the magical tradition that matches your bloodline, you can draw on the magic within your blood to replace any material component with a Somatic component.

Maze

27th July 2020 at 12:53am
Arcane Concentrate Conjuration Extradimensional Manipulate Occult Somatic Spell Teleportation Verbal
Level8
ComponentsSomatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
Save
DurationSustained

You transport the target into an extradimensional maze of eldritch origin and trap it there.

Once each turn, the target can spend 1 action to attempt a Survival check or Perception check against your spell DC to escape the maze.

The possible outcomes are as follows.

Critical SuccessThe target escapes and the spell ends.
SuccessThe target is on the right path to the exit. If the target was already on the right path, it escapes the maze and the spell ends.
FailureThe target makes no progress toward escape.
Critical FailureThe target makes no progress toward escape, and if it was on the right path, it no longer is.

Teleportation magic doesn’t help the creature escape unless the magic can transport across planes, such as Plane Shift.

When the spell ends, either because the target escaped or the duration ran out, the target returns to the space it occupied when it was banished, or to the nearest space if the original is now filled.

Note that the target still gets 3 actions per turn and does not have to attempt to escape the maze every round. They can use their remaining actions to, for example, cast spells on themselves.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Medicine

12th July 2020 at 5:26pm
Skill

Key Ability Wisdom.

You can patch up wounds and help people recover from diseases and poisons.

Actions for this skill:

Feats for this skill:

WisdomMedicineKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.

Mega Bomb

23rd July 2020 at 10:05pm
Action Additive Alchemist Class Feat

Additive 3.

Prerequisites Expanded Splash.

Requirements You are holding an Infused alchemical bomb you crafted, with a level at least 3 lower than your advanced alchemy level.

You add an incredibly powerful additive to a held bomb to create a mega bomb, greatly increasing its area and power.

You use an Interact action to throw the mega bomb, rather than Strike, and you don’t make an attack roll.

The mega bomb affects creatures in a 30-foot-radius burst, centered within 60 feet of you.

The bomb deals damage as if each creature were the primary target, with a basic Reflex save.

On a failed save, a creature also takes any extra effects that affect a primary target (such as Flat-Footed from Bottled Lightning).

While all targets in the area take splash damage as primary targets, there is no further splash beyond that area.

If your next action after creating a mega bomb isn’t an Interact action to throw it, the mega bomb denatures and loses all effects.

Actions 1
Free Hands
Skill
DefenseReflex
Tool
Sub-actions
Feat Type Class
Level20
ClassAlchemist
AdditiveOne per alchemy item, increases item level by the given amount.

Meld into Stone

27th July 2020 at 12:57am
Arcane Concentrate Earth Manipulate Primal Somatic Spell Transmutation Verbal
Level3
ComponentsSomatic Verbal
Cast Time
Range
Area
Target
Save
Duration10 minutes

You merge with an adjacent block of stone with enough volume to fit you and your worn and held possessions.

You must touch the stone when you Cast the Spell.

You can hear, but not see, what’s going on outside the stone, and you can cast spells while in the stone as long as they don’t require line of effect beyond the stone.

Significant physical damage to the stone while you are inside it expels you and deals 10d6 damage to you.

Passwall expels you without dealing damage and ends meld into stone.

You can Dismiss this spell.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Mending

27th July 2020 at 12:59am
Arcane Concentrate Divine Manipulate Occult Primal Somatic Spell Transmutation Verbal
Level1
ComponentsSomatic Verbal
Cast Time10 minutes
RangeTouch
Area
Target1 non-magical object of light Bulk or less
Save
Duration

You repair the target item.

You restore 5 Hit Points per spell level to the target, potentially removing the Broken condition if this repairs it past the item’s Broken Threshold.

You can’t replace lost pieces or repair an object that’s been completely destroyed.

Heightened (2nd) You can target a non-magical object of 1 Bulk or less.

Heightened (3rd) You can target a non-magical object of 2 Bulk or less, or a magical object of 1 Bulk or less.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Mental

29th June 2020 at 8:30pm
Trait

A mental effect can alter the target’s mind.

It has no effect on an object or a Mindless creature.

Non-area Mental effects have no effect on Swarm Minds.

Merciful Elixir

23rd July 2020 at 9:30pm
Action Additive Alchemist Class Feat Free

Frequency once per round

Trigger You craft an Elixir of Life using Quick Alchemy, and that elixir is at least 2 levels lower than your advanced alchemy level.

Additive 2.

You mix a special additive into your elixir that calms the drinker’s body and mind.

The elixir of life attempts to Counteract one Fear effect or one effect imposing the Paralyzed condition on the drinker.

Actions Free
Free Hands
Skill
Defense
Tool
Sub-actions
Feat Type Class
Level10
ClassAlchemist
AdditiveOne per alchemy item, increases item level by the given amount.
Greater Merciful ElixirMerciful ElixirAllows elixir to counteract more conditions.

Message

27th July 2020 at 1:01am
Arcane Auditory Cantrip Concentrate Divine Illusion Linguistic Mental Occult Spell Verbal
Level1
ComponentsVerbal
Cast Time
Range120 feet
Area
Target1 creature
Save
Duration

You mouth words quietly, but instead of coming out of your mouth, they’re transferred directly to the ears of the target.

While others can’t hear your words any better than if you normally mouthed them, the target can hear your words as if they were standing next to you.

The target can give a brief response as a reaction, or as a free action on their next turn if they wish, but they must be able to see you and be within range to do so.

If they respond, their response is delivered directly to your ear, just like the original message.

"Others can't hear your words any better than if you normally mouthed them" implies that others may be able to use Lip Reading.

Heightened (3rd) The spell’s range increases to 500 feet.

ArcaneThis spell can be identified using Arcana.
AuditoryThis works only against creatures that can hear it and are not Deafened.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
LinguisticYour target must be able to understand your language.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Metamagic

11th July 2020 at 7:07pm
Trait

Actions with the metamagic trait tweak the properties of your spells.

These actions usually come from metamagic feats.

You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action.

Any additional effects added by a metamagic action are part of the spell’s effect, not of the metamagic action itself.

Metamagical Experimentation

11th July 2020 at 7:16pm
Splat

You’ve realized that the practice known as metamagic is a holdover from a time long ago, when wizards had to work out their own spells and variations rather than rely on spells recorded by others and passed down over the years. This allows you efficient access to various metamagic effects.

You gain a 1st-level metamagic wizard feat as a bonus feat. Starting at 4th level, during your daily preparations, you can gain a metamagic wizard feat of your choice that has a level requirement of no more than half your level, which you can use until your next daily preparations.

Meteor Swarm

27th July 2020 at 1:04am
Arcane Concentrate Evocation Fire Manipulate Primal Somatic Spell Verbal
Level9
ComponentsSomatic Verbal
Cast Time
Range500 feet
Area4 40-foot Bursts
Target
SaveReflex
Duration

You call down four meteors that explode in a fiery blast.

Each meteor deals 6d10 Bludgeoning damage to any creatures in the 10-foot burst at the center of its area of effect before exploding, dealing 14d6 Fire damage to any creatures in its 40-foot burst. The target makes a single basic Reflex save against all the damage.

The meteors’ central 10-foot bursts can’t overlap, and a creature takes the same amount of fire damage no matter how many overlapping explosions it’s caught in.

The saving throw applies to both the bludgeoning and the fire damage.

Heightened (+1) The bludgeoning damage increases by 1d10, and the fire damage increases by 2d6.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
FireYou can't use this underwater.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Mighty Rage

23rd July 2020 at 10:14pm
Action Barbarian Free

Trigger You use the Rage action on your turn.

Use an action that has the Rage trait.

Alternatively, you can increase the actions of the triggering Rage to 2 to instead use a 2-action activity with the rage trait.

Actions Free
Free Hands
Skill
Defense
Tool
Sub-actions

Mind Blank

27th July 2020 at 1:07am
Abjuration Arcane Concentrate Manipulate Occult Somatic Spell Uncommon Verbal
Level8
ComponentsSomatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
Save
DurationUntil the next time you make your daily preparations

Powerful wards hide a creature from divination magic.

The target gains a +4 status bonus to saves against Mental effects.

Mind Blank attempts to Counteract any Detection , Revelation , and Scrying effects as if its spell level were 1 higher than its actual level.

On a success, the divination effect functions normally except that it detects nothing about the target and its possessions. For instance, Detect Magic would still detect other magic in the area, but not any magic on the target.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Mind Probe

27th July 2020 at 1:10am
Arcane Concentrate Divination Linguistic Manipulate Material Mental Occult Somatic Spell Uncommon Verbal
Level5
ComponentsMaterial Somatic Verbal
Cast Time1 minute
Range30 feet
Area
Target1 creature
SaveWill
DurationSustained up to 1 minute

You cast your thoughts through a creature’s mind, sifting for information.

You access the target’s memories and knowledge unless it fends you off with a Will save.

Critical SuccessThe target is unaffected.
SuccessThe target is unaffected.
FailureThe spell takes effect.
Critical FailureThe spell takes effect and the target takes a -4 circumstance penalty to Deception checks against your questions.

If the spell takes effect, then each round of the spell’s duration, you can Sustain the Spell to ask a different question and attempt to uncover the answer.

For each question, the target can attempt a Deception check against your spell DC; if the target succeeds, you don’t learn the answer, and on a critical success, the target gives you a false answer that you believe is truthful.

Once you’ve asked the target a given question, asking it again, even with a separate casting of mind probe, produces the same result.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
LinguisticYour target must be able to understand your language.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Mind Reading

27th July 2020 at 1:13am
Arcane Concentrate Detection Divination Manipulate Mental Occult Somatic Spell Uncommon Verbal
Level3
ComponentsSomatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
SaveWill
Duration1 round or Sustained up to 1 minute

With a cursory mental touch, you attempt to read the target’s mind.

It must attempt a Will save.

The target then becomes temporarily immune to your mind reading for 1 hour.

Critical SuccessThe target perceives vague surface thoughts from you when you Cast the Spell.
SuccessYou find out whether the target’s Intelligence modifier is higher than, equal to, or lower than yours.
FailureYou perceive vague surface thoughts from the target when you Cast the Spell, and you find out whether its Intelligence modifier is higher than, equal to, or lower than yours.
Critical FailureAs failure, and for the duration of the spell, you can Sustain the Spell to detect the target’s surface thoughts again. The target doesn’t receive any additional saves.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Mindblank Mutagen

23rd July 2020 at 9:54pm
Alchemist Class Feat

With a minor adjustment of ratios in the formula for your serene mutagen, you gain mental protections.

When you’re affected by a Serene Mutagen you created, Detection , Revelation , and Scrying effects of 9th level or lower detect nothing from you or your possessions and auras. For instance, Detect Magic would still detect other magic in the area, but not any magic on you.

Feat Type Class
Level18
ClassAlchemist

Mindless

29th June 2020 at 8:26pm
Trait

A mindless creature has either programmed or rudimentary mental attributes.

Most, if not all, of their mental ability modifiers are –5.

They are immune to all Mental effects.

Mindlink

27th July 2020 at 1:16am
Concentrate Divination Manipulate Mental Occult Somatic Spell Verbal
Level1
ComponentsSomatic Verbal
Cast Time
RangeTouch
Area
Target1 willing creature
Save
Duration

You link your mind to the target’s mind and mentally impart to that target an amount of information in an instant that could otherwise be communicated in 10 minutes.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Minion

27th June 2020 at 11:16pm
Trait

Minions are creatures that directly serve another creature.

A creature with this trait can use only 2 actions per turn and can’t use reactions.

Your minion acts on your turn in combat, once per turn, when you spend an action to issue it commands. For an animal companion, you Command an Animal; for a minion that’s a spell or magic item effect like a summoned minion you Sustain a Spell or Sustain an Activation; and if not otherwise specified, you issue a verbal command, which is a single action with the Auditory and Concentrate traits.

If given no commands, by default minions use no actions except to defend themselves or to escape obvious harm.

If left unattended for long enough, typically 1 minute, Mindless minions usually don’t act, animals often indulge their creature comforts, and sapient minions act how they please.

Miracle

27th July 2020 at 10:57pm
Concentrate Divination Divine Manipulate Material Somatic Spell Verbal
Level10
ComponentsMaterial Somatic Verbal
Cast Time
Range
Area
Target
Save
Duration

You request aid directly from your divine source.

Your divine source always refuses a request out of line with its nature, and it might grant a different request (potentially more powerful or better fitting its nature) than the one you asked for.

A casting of miracle can do any of the following things.

  • Duplicate any Divine spell of 9th level or lower.
  • Duplicate any non-divine spell of 7th level or lower.
  • Produce any effect whose power level is in line with the above effects.
  • Reverse certain effects that refer to the Wish spell.

The GM might allow you to try using miracle to produce greater effects than these, but doing so may be dangerous, or the spell may have only a partial effect.

Divine spells that can be duplicated: Abyssal Plague, Air Bubble, Air Walk, Alarm, Anathematic Reprisal, Antimagic Field, Augury, Bane, Banishment, Bind Soul, Bind Undead, Blade Barrier, Bless, Breath of Life, Calm Emotions, Chill Touch, Chilling Darkness, Circle of Protection, Command, Comprehend Language, Continual Flame, Create Food, Create Water, Crisis of Faith, Crusade, Darkness, Darkvision, Daze, Deafness, Death Knell, Death Ward, Detect Alignment, Detect Magic, Detect Poison, Dimensional Anchor, Dimensional Lock, Discern Lies, Discern Location, Dispel Magic, Disrupt Undead, Disrupting Weapons, Divine Aura, Divine Decree, Divine Inspiration, Divine Vessel, Divine Wrath, Dream Message, Drop Dead, Eclipse Burst, Endure Elements, Energy Aegis, Enhance Victuals, Ethereal Jaunt, Faerie Fire, Fear, Field of Life, Finger of Death, Flame Strike, Forbidding Ward, Foresight, Freedom of Movement, Gentle Repose, Ghoulish Cravings, Globe of Invulnerability, Glyph of Warding, Harm, Heal, Heroism, Holy Cascade, Know Direction, Light, Locate, Lock, Magic Weapon, Massacre, Mending, Message, Moment of Renewal, Outcast's Curse, Overwhelming Presence, Plane Shift, Prestigitation, Protection, Prying Eye, Purify Food and Drink, Raise Dead, Ray of Enfeeblement, Read Aura, Read Omens, Regenerate, Remove Curse, Remove Disease, Remove Fear, Remove Paralysis, Repulsion, Resist Energy, Restoration, Restore Senses, Righteous Might, Sanctified Ground, Sanctuary, Searing Light, See Invisibility, Sending, Shadow Blast, Shield Other, Shield, Sigil, Silence, Sound Burst, Spell Immunity,

Non-Divine spells that can be duplicated: Acid Arrow, Acid Splash, Aerial Form, Animal Form, Animal Messenger, Animal Vision, Ant Haul, Baleful Polymorph, Barkskin, Black Tentacles, Blink, Blur, Burning Hands, Chain Lightning, Charm, Chromatic Wall, Clairaudience, Clairvoyance, Cloak of Colors, Cloudkill, Collective Transposition, Color Spray, Cone of Cold, Confusion, Contingency, Control Water, Creation, Crushing Despair, Dancing Lights, Detect Scrying, Dimension Door, Dinosaur Form, Disintegrate, Divine Lance, Dominate, Dragon Form, Dreaming Potential, Duplicate Foe, Earthbind, Electric Arc, Elemental Form, Enlarge, Entangle, Enthrall, False Life, False Vision, Feather Fall, Feeblemind, Feet to Fins, Fiery Body, Fire Seeds, Fire Shield, Fireball, Flaming Sphere, Fleet Step, Flesh to Stone, Floating Disk, Fly (Spell), Gaseous Form, Ghost Sound, Ghostly Weapon, Glibness, Glitterdust, Goblin Pox, Grease, Grim Tendrils, Gust of Wind, Hallucination, Hallucinatory Terrain, Haste, Hideous Laughter, Humanoid Form, Hydraulic Torrent, Hypercognition, Hypnotic Pattern, Illusory Creature, Illusory Disguise, Illusory Object, Insect Form, Invisibility Sphere, Invisibility, Item Facade, Jump, Knock, Levitate, Lightning Bolt, Longstrider, Mage Armor, Mage Hand, Magic Aura, Magic Fang, Magic Missile, Magic Mouth, Magnificent Mansion, Mariner's Curse, Mask of Terror, Meld into Stone, Mind Probe, Mind Reading, Mindlink, Mirror Image, Misdirection, Mislead, Modify Memory, Moon Frenzy, Negate Aroma, Nightmare, Nondetection, Obscuring Mist, Paranoia, Pass Without Trace, Passwall, Pest Form, Phantasmal Calamity, Phantasmal Killer, Phantom Pain, Phantom Steed, Plant Form, Possession (Spell), Power Word Blind, Prismatic Spray, Private Sanctum, Produce Flame, Project Image, Purple Worm Sting, Ray of Frost, Resilient Sphere, Retrocognition, Reverse Gravity, Rope Trick, Scrying, Secret Page, Shadow Siphon, Shadow Walk, Shape Stone, Shape Wood, Shatter, Shillelagh, Shocking Grasp, Shrink Item, Shrink, Sleep, Slow, Solid Fog, Soothe, Speak With Animals, Speak With Plants, Spectral Hand,

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Miracle Worker

23rd July 2020 at 9:57pm
Alchemist Class Feat

Frequency once every 10 minutes.

Your alchemical mastery can resuscitate the recently slain.

You can administer a true Elixir of Life to a creature who has been dead for no more than 2 rounds.

When you do, that creature is immediately returned to life with 1 Hit Point and becomes Wounded 1.

Feat Type Class
Level18
ClassAlchemist

Mirror Image

27th July 2020 at 1:29am
Arcane Concentrate Illusion Manipulate Occult Somatic Spell Verbal Visual
Level2
ComponentsSomatic Verbal
Cast Time
Range
Area
Target
Save
Duration1 minute

Three illusory images of you swirl about your space, potentially causing those who attack you to hit one of the images instead of you.

Any attack that would hit you has a random chance of hitting one of your images instead of you.

If all three images remain, there is a 1 in 4 chance of hitting you (1 on 1d4).

With two images remaining, there is a 1 in 3 chance of hitting you (1–2 on 1d6).

With only one image, the chances are 1 in 2 (1–3 on 1d6).

Once an image is hit, it is destroyed.

If an attack roll fails to hit your AC but doesn’t critically fail, it destroys an image but has no additional effect (even if the attack would normally have an effect on a failure).

If an attack roll is a critical success and would hit one of the images, one of the images is destroyed and the attack roll becomes a success against you.

Once all the images are destroyed, the spell ends.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
VisualThis works only against creatures that can see it and are not Blinded.

Misdirection

27th July 2020 at 9:26pm
Arcane Concentrate Illusion Manipulate Occult Somatic Spell Verbal
Level2
ComponentsSomatic Verbal
Cast Time1 minute
Range30 feet
Area
Target2 creatures or objects
Save
DurationUntil the next time you make your daily preparations

You reshape the magic aura of one creature or object to resemble that of another.

You designate one target as the primary target and the other as the secondary target.

Effects that would detect auras on the primary target instead detect the same types of auras from the secondary target.

A creature reading the aura can attempt to disbelieve the illusion.

You can Dismiss the spell from up to a mile away.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Misfortune

29th June 2020 at 8:40pm
Trait

A misfortune effect detrimentally alters how you roll your dice.

You can never have more than one misfortune effect alter a single roll. If multiple misfortune effects would apply, the GM decides which is worse and applies it.

If a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally.

Mislead

27th July 2020 at 9:30pm
Arcane Concentrate Manipulate Occult Somatic Spell Verbal
Level6
ComponentsSomatic Verbal
Cast Time
Range
Area
TargetYou
Save
DurationSustained up to 1 minute

You turn yourself Invisible and create an illusory duplicate of yourself.

When you Sustain the Spell, you can mentally dictate a course of action for your duplicate to follow that round.

Your duplicate acts as though it had your full number of actions, though it can’t actually affect anything in the environment.

Both the duplicate and your invisibility persist for the spell’s duration.

Performing a Hostile Action doesn’t end mislead’s invisibility, just like a 4th-level invisibility spell.

A creature that determines the duplicate is an illusion doesn’t necessarily know you’re invisible, and one that can see your invisible form doesn’t necessarily know your duplicate is an illusion.

If you Cast a Spell, attack, or otherwise interact with another creature, as a part of that action you can attempt a Deception check against observers’ Perception DCs to convince them your duplicate used that action. This doesn’t fool anyone who’s aware your duplicate is an illusion, nor does it work if the attack obviously couldn’t have come from the duplicate. For instance, if you fired a ray, you could make it look like it came from the duplicate as long as the duplicate was positioned appropriately, but if you attacked with a sword and your duplicate was across the room from the target, your Deception check would automatically fail.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

ModifierBlockMacro

27th July 2020 at 12:05am
$:/tags/Macro

ModifierBlockTest

20th July 2020 at 10:33pm

Modify Memory

27th July 2020 at 9:33pm
Concentrate Divination Manipulate Mental Occult Somatic Spell Uncommon Verbal
Level4
ComponentsSomatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
SaveWill
DurationUnlimited

You alter the target’s memories, either erasing a memory, enhancing a memory’s clarity, altering a memory, or adding a false memory.

The target can attempt a Will save to resist the spell.

Any memories you’ve altered remain changed as long as the spell is active. This means that others can Dispel the spell to enable the target to recover their original memories.

If the target moves out of range before the 5 minutes is up, you can’t alter any further memories.

Heightened (6th) You can cast the spell on a willing target to suppress all memory of a particular topic, detailed in 50 words or fewer. The effect is permanent, and it patches these omissions with an indistinct haze.

Critical SuccessThe target is unaffected and realizes you tried to alter its memory.
SuccessThe target is unaffected but thinks your spell was something harmless instead of modify memory, unless it identifies the spell.
FailureDuring the first 5 minutes of the spell’s duration, you can Sustain the Spell to modify a memory once each round. When you do, you imagine up to 6 seconds of memory to modify, to a maximum of 5 continuous minutes of memory.
Critical Failure
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Moment of Clarity

25th July 2020 at 5:55pm
Action Barbarian Class Concentrate Feat Rage

You push back your rage for a moment in order to think clearly.

Until the end of this turn, you can use actions with the Concentrate trait even if those actions don’t have the Rage trait.

Actions 1
Free Hands
Skill
Defense
Tool
Sub-actions
Feat Type Class
Level1
Class
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
RageYou have to be raging to use this.

Moment of Renewal

27th July 2020 at 9:35pm
Concentrate Divine Healing Manipulate Necromancy Primal Somatic Spell Verbal
Level8
ComponentsSomatic Verbal
Cast Time
RangeTouch
Area
TargetUp to 6 creatures
Save
Duration

The targets experience a day’s worth of recovery in an instant.

Any detrimental effects that would be gone after 24 hours end, though this doesn’t shorten the duration of any active spells affecting the targets.

The targets regain Hit Points and recover from conditions as if they had taken 24 hours of Rest, but they do not make their daily preparations again or gain any benefits of rest other than healing.

24 hours of rest normally means that the creature recovers hit points equal to double their Constitution modifier times their level.

The targets are then temporarily immune for 1 day.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Monstrosity Form

27th July 2020 at 9:40pm
Arcane Concentrate Manipulate Polymorph Primal Somatic Spell Transmutation Verbal
Level8
ComponentsSomatic Verbal
Cast Time
Range
Area
TargetYou
Save
Duration1 minute

You transform into the shape of a legendary monster, assuming a Huge battle form.

You must have enough space to expand into or the spell is lost.

When you cast this spell, choose phoenix, purple worm, or sea serpent.

While in this form, you gain the Beast trait (for phoenix) or the Animal trait (for purple worm or sea serpent).

You can Dismiss the spell.

The special statistics of a battle form can be adjusted only by circumstance bonuses, status bonuses, and penalties.

You can't cast spells, speak, or use Manipulate actions that require hands in your battle form.

Your gear is absorbed into you; the constant abilities of your gear still function, but you can’t activate any items.

You gain the following statistics and abilities regardless of which battle form you choose:

  • AC = 20 + your level. Ignore your armor’s check penalty and Speed reduction.
  • 20 temporary Hit Points.
  • Darkvision.
  • One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can use. You’re trained with them. Your attack modifier is +28, and you use the listed damage. These attacks are Strength based (for the purpose of the Enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead.
  • Athletics modifier of +30, unless your own modifier is higher.

You also gain specific abilities based on the type of monster you choose:

  • Phoenix Speed 30 feet, fly Speed 90 feet; Melee beak (Reach 15 feet), Damage 2d6+12 piercing plus 2d4 fire and 2d4 persistent fire; Melee talon (Agile, Reach 15 feet), Damage 2d8+12 slashing; Shroud of Flame (aura, evocation, fire, primal) 20 feet. You gain an aura of fire that extends out from you. A creature that enters or ends its turn within the aura takes 2d6 fire damage. A creature can take this damage only once per turn. You can use a single action, which has the Concentrate trait, to activate or deactivate this aura.
  • Purple Worm Speed 40 feet, burrow Speed 30 feet, swim Speed 20 feet; Melee jaws (reach 10 feet), Damage 2d12+20 piercing; Melee stinger (Agile, Reach 10 feet), Damage 2d8+15 piercing plus 2d6 persistent poison; Melee body (reach 10 feet) Damage 2d8+20 bludgeoning; Inexorable You automatically recover from the Paralyzed, Slowed, and Stunned conditions at the end of each of your turns. You’re also immune to being Immobilized and ignore Difficult Terrain and greater difficult terrain.
  • Sea Serpent Speed 20 feet, swim Speed 90 feet; Melee jaws (reach 15 feet), Damage 2d12+20 piercing; Melee tail (reach 25 feet), Damage 2d8+20 bludgeoning; Spine Rake (move) You extend your spines and Swim or Stride. Each creature you’re adjacent to at any point during your movement takes 4d8+10 slashing damage (basic Reflex against your spell DC).

Heightened (9th) You instead gain AC = 22 + your level, 25 temporary HP, attack modifier +31, increase damage by one damage die, and Athletics +33.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Moon Frenzy

27th July 2020 at 9:47pm
Concentrate Manipulate Morph Primal Somatic Spell Transmutation Verbal
Level5
ComponentsSomatic Verbal
Cast Time
Range30 feet
Area
TargetUp to 5 willing creatures
Save
Duration1 minute

A feral aspect overcomes the targets, making them tough and savage.

Targets gain 5 temporary Hit Points, a +10-foot status bonus to their Speeds, and Weakness 5 to silver.

They also grow vicious fangs and claws, which are unarmed attacks. The fangs deal 2d8 piercing damage; the claws deal 2d6 slashing damage and have the Agile and Finesse traits. The targets use their highest weapon or unarmed attack proficiency with these attacks, and if they have weapon specialization or greater weapon specialization, they add this damage as well. On a critical hit with one of these unarmed attacks, the creature struck takes 1d4 persistent bleed damage.

The targets can’t use Concentrate actions unless those actions also have the Rage trait, with the exception of Seek.

A creature can attempt to end the spell’s effect on itself by using a single action, which has the Rage trait, to attempt a Will save against your spell DC; on a success, it ends the spell’s effect on itself.

If a target is in the light of a full moon, it also grows by one size if it were Medium or smaller. This increases the reach of a Medium or Tiny creature by 5 feet.

Heightened (6th) The temporary Hit Points increase to 10, the silver weakness to 10, and the damage dealt by the attacks to three dice.

Heightened (10th) The temporary Hit Points increase to 20, the silver weakness to 20, and the damage dealt by the attacks to four dice.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Morph

27th June 2020 at 11:23pm
Trait

Spells that slightly alter a creature’s form have the morph trait.

Any Strikes specifically granted by a morph effect are Magical.

You can be affected by multiple morph spells at once, but if you morph the same body part more than once, the second morph effect attempts to Counteract the first.

Your morph effects might also end if you are Polymorphed and the polymorph effect invalidates or overrides your morph effect. For instance, a morph that gave you wings would be dismissed if you polymorphed into a form that had wings of its own (though if your new form lacked wings, you’d keep the wings from your morph).

The GM determines which morph effects can be used together and which can’t.

Mount

4th July 2020 at 7:25pm
Action Move

Requirements You are adjacent to a creature that is at least one size larger than you and is willing to be your mount.

You move onto the creature and ride it.

If you have the Ride feat, the creature skips its next turn and acts as a Minion under your control on your next turn. If you don't, you have to use Command an Animal to tell the mount what to do.

If you’re already mounted, you can instead use this action to dismount, moving off the mount into a space adjacent to it.

Actions 1
Free Hands
Skill
Defense
Tool
Sub-actions

Mounted Combat

23rd July 2020 at 7:44pm
Rule

You can ride some creatures into combat.

As noted in the Mount specialty basic action, your mount needs to be at least one size larger than you and willing.

Your mount acts on your initiative.

You must use the Command an Animal action to get your mount to spend its actions. If you don’t, the animal wastes its actions. For example, if you are mounted on a horse and you make three attacks, your horse would remain stationary since you didn’t command it. If you instead spent your first action to Command an Animal and succeeded, you could get your mount to Stride. You could spend your next action to attack or to command the horse to attack, but not both.

For an intelligent mount (such as a pegasus or unicorn), use the standard rules for mounted combat, but instead of attempting a check to Command an Animal, the rider uses the same number of actions to ask the creature to do what they want. As the GM, you determine whether the creature does as requested and whether Diplomacy checks or the like are needed. It’s recommended you disallow humanoid creatures and most other bipeds as mounts, especially if they are PCs. If you choose to allow this anyway, either the rider or mount should use at least one hand to hold onto the other, and both should spend an action on each of their turns to remain mounted.

If you have the Ride general feat, you succeed automatically when you Command an Animal that’s your mount.

When you’re mounted, attackers can target either you or your mount. Anything that affects multiple creatures (such as an area) affects both of you as long as you’re both in the area.

You are in an attacker’s reach or range if any square of your mount is within reach or range. Because your mount is larger than you and you share its space, you have lesser cover against attacks targeting you when you’re mounted if the mount would be in the way.

Because you can’t move your body as freely while you’re riding a mount, you take a –2 circumstance penalty to Reflex saves while mounted. Additionally, the only move action you can use is the Mount action to dismount.

Move

30th June 2020 at 3:47pm
Trait

An action with this trait involves moving from one space to another.

Some reactions and free actions are triggered by a creature using an action with the move trait. The most notable example is Attack of Opportunity.

Actions with the move trait can trigger reactions or free actions throughout the course of the distance traveled. Each time you exit a square (or move 5 feet if not using a grid) within a creature’s reach, your movement triggers those reactions and free actions (although no more than once per move action for a given reacting creature).

If you use a move action but don’t move out of a square, the trigger instead happens at the end of that action or ability.

Some actions, such as Step, specifically state they don’t trigger reactions or free actions based on movement.

Move Levitated Creature

27th July 2020 at 12:11am
Action Concentrate Implied

Levitate: For the duration of the spell, you can move the target up or down 10 feet with a single action, which has the Concentrate trait.

Actions 1
Free Hands
Skill
Defense
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.

Multilingual

2nd July 2020 at 3:08pm
Feat General Skill

Prerequisites Trained in Society.

You easily pick up new languages.

You learn two new languages, chosen from common languages, uncommon languages, and any others you have access to.

You learn an additional language if you are or become a master in Society and again if you are or become legendary.

You can select this feat multiple times. Each time, you learn additional languages.

Feat Type Skill
Level1
SkillSociety
RequirementT

Narrow Surface

22nd July 2020 at 9:42pm
Rule

A narrow surface is so precariously thin that you need to Balance (see Acrobatics) or risk falling.

Even on a success, you are Flat-Footed on a narrow surface.

Each time you are hit by an attack or fail a save on a narrow surface, you must succeed at a Reflex save (with the same DC as the Acrobatics check to Balance) or fall.

Steady BalanceNarrow SurfaceMakes you not flat-footed on narrow surfaces.

Natural Medicine

26th July 2020 at 1:20am
Feat General Skill

Prerequisites Trained in Nature.

You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds.

If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Nature, subject to the GM’s determination.

Feat Type Skill
Level1
SkillNature
RequirementT

Nature

12th July 2020 at 5:26pm
Skill

Key Ability Wisdom.

You know a great deal about the natural world, and you command and train animals and magical beasts.

Actions for this skill:

Feats for this skill:

Unified TheoryNatureCan use Arcana instead for magic related checks.
WisdomNatureKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.

Nature Incarnate

27th July 2020 at 9:55pm
Concentrate Manipulate Polymorph Primal Somatic Spell Transmutation Verbal
Level10
ComponentsSomatic Verbal
Cast Time
Range
Area
TargetYou
Save
Duration1 minute

The primal power of the world flows through you.

You transform into an incarnation of nature, either a green man or a kaiju.

Your battle form is Medium for a green man or Gargantuan (30-foot-by-30-foot space) for a kaiju.

You must have enough space to expand into or the spell is lost.

While in this form, you gain the Plant trait (for a green man) or the Beast trait (for a kaiju).

You can Dismiss the spell.

The special statistics of a battle form can be adjusted only by circumstance bonuses, status bonuses, and penalties.

You can't cast spells, speak, or use Manipulate actions that require hands in your battle form.

Your gear is absorbed into you; the constant abilities of your gear still function, but you can’t activate any items.

You gain the following statistics and abilities regardless of which battle form you choose:

  • AC = 25 + your level. Ignore your armor’s check penalty and Speed reduction.
  • 30 temporary Hit Points.
  • Darkvision.
  • One or more attacks specific to the battle form you choose, which are the only attacks you can use. You’re trained with them. Your attack modifier is +34, and you use the listed damage. These attacks are Strength based (for the purpose of the Enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead.
  • Athletics modifier of +36, unless your own modifier is higher.

You also gain specific abilities based on the type of incarnation you choose:

  • Green Man Speed 40 feet, climb Speed 40 feet; Melee vines (reach 30 feet, Versatile P), Damage 6d8+12 bludgeoning; Ranged thorns (range 100 feet), Damage 6d6+6 piercing; Green Caress (aura, primal, transmutation) 60 feet. Enemies other than plants must succeed at a Fortitude save against your spell DC or become Clumsy 1 for 1 round (clumsy 2 on a critical failure).
  • Kaiju Speed 50 feet; Resistance 5 to physical damage; Melee jaws (Reach 30 feet), Damage 6d10+10 piercing; Melee claws (Agile, reach 30 feet), Damage 6d8+8 slashing; Melee foot (agile, reach 15 feet), Damage 6d6+10 bludgeoning; Unstoppable You are immune to being Immobilized and ignore Difficult Terrain and greater difficult terrain; Trample You move up to double your Speed and move through the spaces of Huge or smaller creatures, trampling each creature whose space you enter. A trampled creature takes foot damage with a basic Reflex save against your spell DC.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Nature's Enmity

27th July 2020 at 9:57pm
Concentrate Enchantment Manipulate Primal Somatic Spell Verbal
Level9
ComponentsSomatic Verbal
Cast Time
Range120 feet
Area500-foot Burst
TargetUp to 5 creatures
Save
Duration10 minutes

Animals and plants in the area turn against the targets.

Each target suffers from the following effects as long as it remains in the area.

  • Vegetation springs up from every surface, giving each target a –10-foot circumstance penalty to its Speed any time it’s adjacent to the plants.
  • Aggressive animals attack unpredictably. At the start of its turn, each target rolls a DC 8 flat check. On a failure, it’s attacked by swarming creatures that deal 2d10 slashing damage. The target attempts a basic Reflex save, and it is Flat-Footed for 1 round on any outcome other than a critical success.
  • The target loses any connection to nature or natural creatures. The target has to succeed at a DC 5 flat check when casting any Primal spell or the spell fails. Furthermore, Animal or Plant creatures become Hostile to it, even one with a strong bond to the target, such as an animal companion.

The GM might decide that you can’t subject some creatures, such as an emissary of a nature deity, to the ire of nature.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Necromancy

25th July 2020 at 12:01am
School

Necromancy spells harness the power of life and death.

They can sap life essence or sustain creatures with life-saving healing.

Necromancy spells often have the Curse , Death , Healing , Negative , or Positive traits.

Negate Aroma

27th July 2020 at 11:14pm
Abjuration Arcane Concentrate Manipulate Primal Somatic Spell Verbal
Level1
ComponentsSomatic Verbal
Cast Time
RangeTouch
Area
Target1 willing creature
Save
Duration1 hour

The target loses its odor, preventing creatures from passively noticing its presence via smell alone, even if the creatures have precise or imprecise Scent.

A creature attempting a Perception check to Seek with scent and other senses might notice the lack of natural scent.

If the target has any abilities that result from its smell, such as an overpowering scent, those abilities are also negated.

Heightened (5th) The range increases to 30 feet, and you can target up to 10 creatures.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

New Tiddler

7th July 2020 at 11:42pm

NextRest

27th July 2020 at 12:14am

the next time you make your daily preparations

Nightmare

27th July 2020 at 10:03pm
Arcane Concentrate Illusion Manipulate Material Mental Occult Somatic Spell Verbal
Level4
ComponentsMaterial Somatic Verbal
Cast Time10 minutes
RangePlanetary
Area
Target1 creature you know by name
SaveWill
Duration1 day

You send disturbing nightmares to your target.

The next time the target falls asleep, it must attempt a Will save.

If you know the target only by name and have never met them, the target gets a +4 circumstance bonus to the Will save.

Critical SuccessThe target suffers no adverse effects and is temporarily immune for 1 week.
SuccessThe target experiences the nightmares but suffers no adverse effects other than unpleasant memories.
FailureThe target experiences the nightmares and awakens Fatigued.
Critical FailureThe target experiences the nightmares, awakens Fatigued, and is Drained 2 until it is no longer fatigued.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Nimble Crawl

27th July 2020 at 9:58pm
Feat General Skill

Prerequisites Expert in Acrobatics.

You can Crawl incredibly swiftly—up to half your Speed, rather than 5 feet.

If you’re a master in Acrobatics, you can Crawl at full Speed.

If you’re legendary, you aren’t Flat-Footed while Prone.

Feat Type Skill
Level2
SkillAcrobatics
RequirementE

No Cause for Alarm

30th July 2020 at 1:43am
Action Auditory Concentrate Emotion Feat General Linguistic Mental Skill

You attempt to reduce panic.

Attempt a Diplomacy check, comparing it to the Will DC of creatures in a 10-foot emanation around you who are Frightened.

Critical SuccessReduced the creature's Frightened value by 2.
SuccessReduce the creature's Frightened value by 1.
Failure
Critical Failure

Each of them is temporarily immune for 1 hour.

Yes, someone with a better Will DC is harder to free from fear.

Actions 3
Free Hands
SkillDiplomacy 
DefenseWill
Tool
Sub-actions
Feat Type Skill
Level1
SkillDiplomacy
RequirementT
AuditoryThis works only against creatures that can hear it and are not Deafened.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
EmotionThis won't work on creatures with mechanical or artificial intillegence.
LinguisticYour target must be able to understand your language.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.

No Escape

23rd July 2020 at 10:40pm
Action Barbarian Class Feat Rage Reaction

Trigger A foe within reach attempts to move away from you.

You keep pace with a retreating foe.

Stride up to your Speed, following the foe and keeping it in reach throughout its movement until it stops moving or you’ve moved your full Speed.

You can use No Escape to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type.

Actions Reaction
Free Hands
Skill
Defense
Tool
Sub-actionsStride
Feat Type Class
Level2
ClassBarbarian
RageYou have to be raging to use this.

Nondetection

27th July 2020 at 10:05pm
Abjuration Arcane Concentrate Manipulate Material Occult Primal Somatic Spell Uncommon Verbal
Level3
ComponentsMaterial Somatic Verbal
Cast Time10 minutes
RangeTouch
Area
Target1 creature or object
Save
Duration8 hours

You erect protective wards that make the target difficult to detect via magic.

Nondetection attempts to Counteract all Detection , Revelation , and Scrying Divination s made against the target or the target’s gear throughout the duration, counting cantrips as 1st-level spells for this purpose.

Successfully counteracting a divination that targets an area or multiple targets negates the effects only for nondetection’s target.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Nonlethal

7th July 2020 at 12:42am
Weapon Trait

Attacks with this weapon are nonlethal, and are used to knock creatures unconscious instead of kill them.

You can use a nonlethal weapon to make a lethal attack with a –2 circumstance penalty.

NoProgression

26th June 2020 at 10:15pm
1:U
2:U
3:U
4:U
5:U
6:U
7:U
8:U
9:U
10:U
11:U
12:U
13:U
14:U
15:U
16:U
17:U
18:U
19:U
20:U

Obscuring Mist

27th July 2020 at 10:08pm
Arcane Concentrate Conjuration Manipulate Material Primal Somatic Spell Verbal Water
Level2
ComponentsMaterial Somatic Verbal
Cast Time
Range120 feet
Area20 foot Burst
Target
Save
Duration1 minute

You call forth a cloud of mist.

All creatures within the mist become Concealed, and all creatures outside the mist become concealed to creatures within it.

You can Dismiss the cloud.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Observed

26th June 2020 at 5:46pm
Condition

Anything in plain view is observed by you.

If a creature takes measures to avoid detection, such as by using Stealth to Hide, it can become Hidden or Undetected instead of observed.

If you have another precise sense instead of or in addition to sight, you might be able to observe a creature or object using that sense instead.

You can observe a creature only with Precise senses. When Seeking a creature using only imprecise senses, it remains Hidden, rather than Observed.

Occult

27th July 2020 at 12:08am
Tradition

The practitioners of occult traditions seek to understand the unexplainable, categorize the bizarre, and otherwise access the ephemeral in a systematic way.

Bards are the most iconic occult spellcasters, collecting strange esoterica and using their performances to influence the mind or elevate the soul, and occult Sorcerers strive to understand the mysterious power in their blood.

Cantrips

Level 1 Occult Spells

Level 2 Occult Spells

Level 3 Occult Spells

Level 4 Occult Spells

Level 5 Occult Spells

Level 6 Occult Spells

Level 7 Occult Spells

Level 8 Occult Spells

Level 9 Occult Spells

Level 10 Occult Spells

Occultism

20th July 2020 at 11:02pm
Skill

Key Ability Intelligence.

You know a great deal about ancient philosophies, esoteric lore, obscure mysticism, and supernatural creatures.

Actions for this skill:

Feats for this skill:

IntelligenceOccultismKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.
Unified TheoryOccultismCan use Arcana instead for magic related checks.

Oddity Identification

26th July 2020 at 1:21am
Feat General Skill

Prerequisites Trained in Occultism.

You have a sense for spells that twist minds or reveal secrets.

You gain a +2 circumstance bonus to Occultism checks to Identify Magic with the Mental, Possession, Prediction, or Scrying traits.

Feat Type Skill
Level1
SkillOccultism
RequirementT

OneAction

22nd July 2020 at 10:35pm

Open

23rd July 2020 at 10:21pm
Trait

These maneuvers work only as the first salvo in the attacks you make on your turn.

You can use an action with the open trait only if you haven’t used an action with the Attack or open trait yet this turn.

Open Game License

19th July 2020 at 7:06pm

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

1. Definitions:

a) "Contributors" means the copyright and/or trademark owners who have contributed Open Game Content;

b) "Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (

c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute;

d) "Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity.

e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content;

f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor

g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content.

h) "You" or "Your" means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

Outcast's Curse

27th July 2020 at 10:10pm
Arcane Attack Concentrate Curse Divine Enchantment Manipulate Mental Misfortune Occult Somatic Spell Verbal
Level4
ComponentsSomatic Verbal
Cast Time
RangeTouch
Area
Target1 creature
SaveWill
Duration

You afflict the target with a curse that makes its presence abrasive and off-putting.

The target must attempt a Will save.

Critical SuccessThe target is unaffected.
SuccessFor 10 minutes, the target must roll twice and use the worse result whenever attempting a Deception, Diplomacy, Intimidation, or Performance check, and creatures they encounter have an initial attitude toward them of one step worse (for instance, Unfriendly instead of Indifferent).
FailureAs success, but the effect is permanent.
Critical FailureAs failure, and creatures that the target encounters have an initial attitude toward them of two steps worse.
ArcaneThis spell can be identified using Arcana.
AttackThis is affected by Multiple Attack Penalty.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
MisfortuneDoesn't stack with other Misfortune effects, and cancels with Fortune.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Overwhelming Presence

27th July 2020 at 10:13pm
Auditory Concentrate Divine Enchantment Incapacitation Manipulate Mental Occult Somatic Spell Verbal Visual
Level9
ComponentsSomatic Verbal
Cast Time
Range
Area40 foot Burst
TargetAny number of creatures
SaveWill
DurationUntil full tribute is paid

You surround yourself with supernatural splendor, appearing to be a god or similarly majestic being. You choose the aspects of your new majestic appearance.

This causes the targets to pay tribute to you by bowing or using some other action in keeping with your appearance.

Paying tribute is a Manipulate action or Move action, as chosen by the creature paying tribute.

A creature under this effect must pay tribute to you at least once on each of its turns if possible.

The number of times a target must do this depends on the result of their Will save.

While affected by this spell, a creature is Fascinated by you and can’t use Hostile Actions against you.

The target is then temporarily immune for 1 minute.

Incapacitation effect: All targets of more than twice the spell level use the result one better than the save they rolled.

Critical SuccessThe target is unaffected.
SuccessThe target must pay tribute twice.
FailureThe target must pay tribute six times.
Critical FailureAs failure, and the target must spend all its actions paying tribute if possible.
AuditoryThis works only against creatures that can hear it and are not Deafened.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
IncapacitationThis has reduced effect against creatures of higher level.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
VisualThis works only against creatures that can see it and are not Blinded.

Palm an Object

25th July 2020 at 3:49pm
Action Manipulate Untrained

Palming a small, unattended object without being noticed requires you to roll a single Thievery check against the Perception DCs of all creatures who are currently observing you.

You take the object whether or not you successfully conceal that you did so.

You can typically only Palm Objects of negligible Bulk, though the GM might determine otherwise depending on the situation.

Critical Success
SuccessThe creature does not notice you Palming the Object.
FailureThe creature notices you Palming the Object, and the GM determines the creature’s response.
Critical Failure
Actions 1
Free Hands
SkillThievery 
DefensePerception
Tool
Sub-actions
ManipulateThis may provoke Attack of Opportunity and other reactions.
PickpocketPalm an ObjectRemoves -5 penalty for guarded objects.
Subtle TheftPalm an ObjectPalming an object doesn't end a diversion.
ThieveryPalm an Object
DexterityThieveryKey ability for this skill.
ClumsyDexterityGives status penalty to Dexterity equal to condition value.
FrightenedDexterityReduces all checks and DCs.
SickenedDexterityReduces Dexterity by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.

Paralyze

27th July 2020 at 10:16pm
Arcane Concentrate Enchantment Incapacitation Manipulate Mental Occult Somatic Verbal
Level3
ComponentsSomatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
SaveWill
DurationVaries

You block the target’s motor impulses before they can leave its mind, threatening to freeze the target in place.

The target must attempt a Will save.

Heightened (7th) You can target up to 10 creatures.

Incapacitation effect: All targets of higher level than the effect use the result one better than the save they rolled.

Critical SuccessThe target is unaffected.
SuccessThe target is Stunned 1.
FailureThe target is Paralyzed for 1 round.
Critical FailureThe target is Paralyzed for 4 rounds. At the end of each of its turn, it can attempt a new Will save to reduce the remaining duration by 1 round, or end it entirely on a critical success.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IncapacitationThis has reduced effect against creatures of higher level.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Paralyzed

26th June 2020 at 5:47pm
Condition

Your body is frozen in place.

You have the Flat-Footed condition and can’t act except to Recall Knowledge and use actions that require only the use of your mind (as determined by the GM).

Your senses still function, but only in the areas you can perceive without moving your body, so you can’t Seek while paralyzed.

Paranoia

27th July 2020 at 10:19pm
Concentrate Illusion Manipulate Mental Occult Somatic Spell Verbal
Level2
ComponentsSomatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
SaveWill
Duration1 minute

You cause the target to see all other creatures as dire threats.

The target is stricken by intense paranoia toward all creatures around it and must attempt a Will save.

Heightened (6th) You can target up to 5 creatures.

Critical SuccessThe target is unaffected.
SuccessThe target believes everyone it sees is a potential threat. It becomes Unfriendly to all creatures to which it wasn’t already Hostile, even those that were previously allies. It treats no one as an ally. The spell ends after 1 round.
FailureAs success, but the effect lasts 1 minute.
Critical FailureAs failure, except the target believes that everyone it sees is a mortal enemy. It uses its reactions and free actions against everyone, regardless of whether they were previously its allies, as determined by the GM. It otherwise acts as rationally as it normally does and likely prefers to attack creatures that are actively attacking or hindering it over those leaving it alone.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Parry

19th July 2020 at 6:08pm
Action Manipulate Weapon Trait

This weapon can be used defensively to block attacks.

While wielding this weapon, if your proficiency with it is trained or better, you can spend an Interact action to position your weapon defensively, gaining a +1 circumstance bonus to AC until the start of your next turn.

Actions 1
Free Hands
Skill
Defense
Tool
Sub-actionsInteract
ManipulateThis may provoke Attack of Opportunity and other reactions.

Pass Without Trace

27th July 2020 at 10:21pm
Abjuration Concentrate Manipulate Primal Somatic Spell Verbal
Level1
ComponentsSomatic Verbal
Cast Time
Range
Area
Target
Save
Duration1 hour

You obscure the tracks you leave behind and make it harder for others to find you.

The DC of checks to Track you gains a +4 status bonus or is equal to your spell DC, whichever results in a higher DC.

You can benefit from only one pass without trace spell at a time.

Heightened (2nd) The duration increases to 8 hours.

Heightened (4th) The duration increases to 8 hours. The spell has a range of 20 feet and an area of a 20-foot-emanation, affecting up to 10 creatures of your choice within that area.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Passwall

27th July 2020 at 10:23pm
Arcane Concentrate Conjuration Earth Manipulate Primal Somatic Spell Uncommon Verbal
Level5
ComponentsSomatic Verbal
Cast Time
RangeTouch
Area
Target5-foot-wide, 10-foot-tall, 10-foot-deep section of wooden, plaster, or stone wall
Save
Duration1 hour

You create a visible tunnel through the wall in the chosen area, replacing the area with empty space.

If the wall is thicker than 10 feet, the tunnel ends 10 feet in.

Even a small layer of metal in the wall prevents this spell from functioning.

This spell doesn’t reduce the integrity of the structure.

When the spell ends, anyone inside the tunnel is shunted to the nearest exit.

Heightened (7th) The tunnel can be up to 20 feet deep. The areas of the wall that contain your tunnel’s entrance appear completely normal (unless viewed with True Seeing or a similar effect), despite the tunnel’s existence. The tunnel’s entrance functions as a solid wall, but you can specify a password or a Trigger, allowing creatures to enter the tunnel freely.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Pay Tribute

27th July 2020 at 10:14pm
Action Implied

Implied by Overwhelming Presence.

Paying tribute is a Manipulate action or Move action, as chosen by the creature paying tribute.

Actions 1
Free Hands
Skill
Defense
Tool
Sub-actions

Perception

20th July 2020 at 11:18pm

Perception isn't a skill, but it behaves like one with a key ability of Wisdom.

Discern LiesPerceptionGives a circumstance bonus to detect lies.
GlibnessPerceptionGives +4 status to DCs to sense lies.
WisdomPerceptionKey ability.
FrightenedWisdomReduces all checks and DCs.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.

Perfect Debilitation

23rd July 2020 at 9:58pm
Alchemist Class Feat

You have perfected the formulas for bombs that impede your enemies.

When you use Debilitating Bomb, your target avoids the condition the bomb imposes only if it critically succeeds at its saving throw.

Feat Type Class
Level18
ClassAlchemist

Perfect Mutagen

23rd July 2020 at 10:01pm
Alchemist Class Feat

You have enhanced the formulas for your mutagens, aligning them perfectly to your physiology.

When under the effect of a Mutagen you crafted, you do not suffer its drawback.

Feat Type Class
Level20
ClassAlchemist

Perform

25th July 2020 at 3:50pm
Action Concentrate Untrained

When making a brief performance—one song, a quick dance, or a few jokes—you use the Perform action with the Performance skill.

This action is most useful when you want to prove your capability or impress someone quickly.

Performing rarely has an impact on its own, but it might influence the DCs of subsequent Diplomacy checks against the observers—or even change their attitudes — if the GM sees fit.

If you have Fascinating Performance, you can use Perform to inflict the Fascinated condition on an observer by beating their Will DC.

Performing gains additional traits based on the type of performance you do, as follows:

Performance Additional Traits
Act or perform comedyAuditory, Linguistic, and Visual
DanceMove and Visual
Play an instrumentAuditory and Manipulate
Orate or singAuditory and Linguistic

Critical SuccessYour performance impresses the observers, and they’re likely to share stories of your ability.
SuccessYou prove yourself, and observers appreciate the quality of your performance.
FailureYour performance falls flat.
Critical FailureYou demonstrate only incompetence.
Actions 1
Free Hands
SkillPerformance 
Defense
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Acrobatic PerformerPerformYou can use Acrobatics to Perform.
Fascinating PerformancePerformYou can Fascinate a target by performing for them.
Virtuosic PerformerPerformGives +1/+2 with your preferred performance.
PerformancePerform
CharismaPerformanceKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.

Performance

12th July 2020 at 5:29pm
Skill

Key Ability Charisma.

You are skilled at a form of performance, using your talents to impress a crowd or make a living.

Some performances require you to be more than just charismatic, and if you don’t meet the demands of the art form or the audience, the GM might apply a penalty based on the relevant ability score. For example, if you’re dancing and have a negative Dexterity modifier, you might take a penalty to your attempt at dancing. Likewise, if you are orating and have a negative Intelligence modifier, you might have to hope your raw Charisma can overcome the penalties from your intellectual shortcomings—or ask someone to help write your speeches!

When you use an action that utilizes the Performance skill, it gains one or more traits relevant to the type of performance. The GM might change these depending on the circumstances, but the most common performance based traits are listed below.

Performance Additional Traits
Act or perform comedyAuditory, Linguistic, and Visual
DanceMove and Visual
Play an instrumentAuditory and Manipulate
Orate or singAuditory and Linguistic

Actions for this skill:

Feats for this skill:

CharismaPerformanceKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.

PerformanceTraits

6th July 2020 at 11:39pm
Performance Additional Traits
Act or perform comedyAuditory, Linguistic, and Visual
DanceMove and Visual
Play an instrumentAuditory and Manipulate
Orate or singAuditory and Linguistic

Perpetual Infusions

8th July 2020 at 8:44pm
Ability

You have learned how to create perpetual alchemical infusions that can provide a near-infinite supply of certain simple items.

You gain the ability to create two 1st-level alchemical items using Quick Alchemy without spending a batch of infused reagents. The items you can select depend on your research field and must be in your formula book.

Bomber: Choose two of the following formulas: Lesser Acid Flask, Lesser Alchemist’s Fire, Lesser Bottled Lightning, Lesser Liquid Ice, Lesser Tanglefoot Bag, Lesser Thunderstone.

Chirurgeon: Lesser Antidote and Lesser Antiplague.

Mutagenist: Choose two of the following formulas: Lesser Bestial Mutagen, Lesser Bullheaded Mutagen, Lesser Cognitive Mutagen, Lesser Juggernaut Mutagen, Lesser Silvertongue Mutagen, Lesser Quicksilver Mutagen.

Persistent Damage

26th June 2020 at 5:50pm
Condition

Persistent damage comes from effects like acid, being on fire, or many other situations.

It appears as “X persistent [type] damage,” where “X” is the amount of damage dealt and “[type]” is the damage type.

Instead of taking persistent damage immediately, you take it at the end of each of your turns as long as you have the condition, rolling any damage dice anew each time.

After you take persistent damage, roll a DC 15 flat check to see if you recover from the persistent damage. If you succeed, the condition ends.

Persistent damage runs its course and automatically ends after a certain amount of time as fire burns out, blood clots, and the like. The GM determines when this occurs, but it usually takes 1 minute.

Immunities, resistances, and weaknesses all apply to persistent damage. If an effect deals initial damage in addition to persistent damage, apply immunities, resistances, and weaknesses separately to the initial damage and to the persistent damage.

Usually, if an effect negates the initial damage, it also negates the persistent damage, such as with a slashing weapon that also deals persistent bleed damage because it cut you. The GM might rule otherwise in some situations.

You can be simultaneously affected by multiple persistent damage conditions so long as they have different damage types.

If you would gain more than one persistent damage condition with the same damage type, the higher amount of damage overrides the lower amount.

The damage you take from persistent damage occurs all at once, so if something triggers when you take damage, it triggers only once; for example, if you’re dying with several types of persistent damage, the persistent damage increases your dying condition only once.

Can be mitigated by Assist Recovery.

Persistent Mutagen

23rd July 2020 at 9:49pm
Alchemist Class Feat

Prerequisites Extend Elixir.

You’ve trained your physical form to remain stable within the a given altered state.

Once per day, when you consume an alchemical item with the Infused and Mutagen traits that you have crafted, you can retain its effects until the next time you make your daily preparations instead of its normal duration.

Feat Type Class
Level16
ClassAlchemist

Pest Form

27th July 2020 at 10:25pm
Arcane Concentrate Manipulate Polymorph Primal Somatic Spell Transmutation Verbal
Level1
ComponentsSomatic Verbal
Cast Time
Range
Area
TargetYou
Save
Duration10 minutes

You transform into a the battle form of a Tiny animal, such as a cat, insect, lizard, or rat.

You can decide the specific type of animal (such as a rat or praying mantis), but this has no effect on the form’s Size or statistics.

While in this form, you gain the Animal trait.

You can Dismiss the spell.

The special statistics of a battle form can be adjusted only by circumstance bonuses, status bonuses, and penalties.

You can't cast spells, speak, or use Manipulate actions that require hands in your battle form.

Your gear is absorbed into you; the constant abilities of your gear still function, but you can’t activate any items.

You gain the following statistics and abilities:

Heightened (4th) You can turn into a flying creature, such as a bird, which grants you a fly Speed of 20 feet.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Petrified

26th June 2020 at 9:17pm
Condition

You have been turned to stone.

You can’t act, nor can you sense anything.

You become an object with a Bulk double your normal Bulk (typically 12 for a petrified Medium creature or 6 for a petrified Small creature), AC 9, Hardness 8, and the same current Hit Points you had when alive. You don’t have a Broken Threshold.

When you’re turned back into flesh, you have the same number of Hit Points you had as a statue.

If the statue is destroyed, you immediately die.

While petrified, your mind and body are in stasis, so you don’t age or notice the passing of time

Phantasmal Calamity

27th July 2020 at 10:27pm
Arcane Concentrate Illusion Manipulate Mental Occult Somatic Spell Verbal
Level6
ComponentsSomatic Verbal
Cast Time
Range500 feet
Area30-foot Burst
Target
SaveWill
Duration

A vision of apocalyptic destruction fills the mind of each creature in the area.

The vision deals 11d6 mental damage (basic Will save).

On a critical failure, the creature must also succeed at a Reflex save or believe it’s trapped (stuck in a fissure, adrift at sea, or some other fate in keeping with its vision).

If it fails the second save, it’s also Stunned for 1 minute. It can attempt a new Will save at the end of each of its turns, and on a success, it disbelieves the illusion and recovers from the stunned condition.

Heightened (+1) The damage increases by 2d6.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Phantasmal Killer

27th July 2020 at 10:30pm
Arcane Concentrate Death Emotion Fear Illusion Manipulate Mental Occult Somatic Spell Verbal
Level4
ComponentsSomatic Verbal
Cast Time
Range120 feet
Area
Target1 living creature
SaveWill
Duration

You create a phantasmal image of the most fearsome creature imaginable to the target.

Only the spell’s target can see the killer, though you can see the vague shape of the illusion as it races forth to attack.

The effect of the killer is based on the outcome of the target’s Will save.

Heightened (+1) The damage increases by 2d6 on a failure and by 3d6 on a critical failure.

Critical SuccessThe target is unaffected.
SuccessThe target takes 4d6 mental damage and is Frightened 1.
FailureThe target takes 8d6 mental damage and is Frightened 2.
Critical FailureThe target is so afraid it might due. It must attempt a Fortitude save; if the target fails, it dies. On a successful Fortitude save, the target takes 12d6 mental damage, is fleeing until the end of its next turn, and is Frightened 4. This effect has the Incapacitation trait.

The Incapacitation trait on the Fortitude save means that a creature higher level than you is only scared to death on a critical failure.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
EmotionThis won't work on creatures with mechanical or artificial intillegence.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Phantom Pain

27th July 2020 at 10:33pm
Concentrate Illusion Manipulate Mental Nonlethal Occult Somatic Spell Verbal
Level1
ComponentsSomatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
SaveWill
Duration1 minute

Illusory pain wracks the target, dealing 2d4 mental damage and 1d4 persistent mental damage. The target must attempt a Will save.

Heightened (+1) The damage increases by 2d4 and the persistent damage by 1d4.

Critical SuccessThe target is unaffected.
SuccessThe target takes full initial damage but no persistent damage, and the spell ends immediately.
FailureThe target takes full initial and persistent damage, and the target is Sickened 1. If the target recovers from being sickened, the persistent damage ends and the spell ends.
Critical FailureAs failure, but the target is sickened 2.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Phantom Steed

27th July 2020 at 11:13pm
Arcane Concentrate Conjuration Manipulate Occult Primal Somatic Spell Verbal
Level2
ComponentsSomatic Verbal
Cast Time10 minutes
Range30 feet
Area
Target
Save
Duration8 hours

You conjure a Large, magical, equine creature that only you (or another Medium or Small creature you choose) can ride.

The horse is clearly phantasmal in nature, has 20 AC and 10 Hit Points, and automatically fails all saves.

If it’s reduced to 0 Hit Points, it disappears and the spell ends.

The steed has a Speed of 40 feet and can hold its rider’s body weight, plus 20 Bulk.

Heightened (4th) The steed has a Speed of 60 feet, can walk on water, and ignores areas of natural Difficult Terrain.

Heightened (5th) The steed has a Speed of 60 feet, can walk on water, and ignores areas of natural difficult terrain. It can also Air Walk but must end its turn on solid ground or fall.

Heightened (6th) The steed can walk or fly at a Speed of 80 feet, can walk on water, and ignores natural difficult terrain.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Philosopher's Stone

23rd July 2020 at 10:08pm
Alchemical Consumable Item Uncommon

An alchemist with the Craft Philosopher’s Stone feat can create a philosopher’s stone once per month by spending 1 batch of infused reagents during their daily preparations using the Advanced Alchemy class feature. This is the only way to create a philosopher’s stone.

At a glance, a philosopher’s stone appears to be an ordinary, sooty piece of natural rock.

Breaking the rock open with a Force Open action (DC 35) reveals a cavity at the stone’s heart. The cavity is lined with a rare type of quicksilver that can transmute base metals into precious metals or create an Elixir of Rejuvenation.

To use the quicksilver, you must be legendary in Crafting and have the Alchemical Crafting feat.

You can then use the stone’s quicksilver for one of two effects:

  • You can apply the stone’s quicksilver to an Infused true Elixir of Life using an Interact action. This turns the elixir into an infused Elixir of Rejuvenation instantaneously. This doesn’t require any crafting time or additional materials.
  • You can spend up to a month of downtime applying the quicksilver either to iron to create silver or to lead to create gold. Treat this as a 20th-level task to Earn Income using Crafting, except that you create 500 gp worth of your chosen metal per day on a success or 750 gp worth per day on a critical success.
UncommonYou can't normally gain this by character advancement.

Pick a Lock

25th July 2020 at 3:50pm
Action Manipulate Trained

Requirements You have Thieves’ Tools.

Opening a lock without a key is very similar to Disabling a Device, but the DC of the Thievery check is determined by the complexity and construction of the lock you are attempting to pick.

Locks of higher qualities might require multiple successes to unlock, since otherwise even an unskilled burglar could easily crack the lock by attempting the check until they rolled a natural 20.

If you lack the proper tools, the GM might let you used improvised picks, which are treated as Shoddy tools, depending on the specifics of the lock.

Critical SuccessYou unlock the lock, or you achieve two successes toward opening a complex lock. You leave no trace of your tampering.
SuccessYou open the lock, or you achieve one success toward opening a complex lock.
Failure
Critical FailureYou break your tools. Fixing them requires using Crafting to Repair them or else swapping in replacement picks (costing 3 sp, or 3 gp for Infiltrator Thieves’ Tools.
Actions 2
Free Hands
SkillThievery 
Defense
ToolThieves' Tools
Sub-actions
ManipulateThis may provoke Attack of Opportunity and other reactions.
TrainedYou must be trained in the relevant skill to use this. Having Untrained Improvisation is not sufficient.
Quick UnlockPick a LockBecomes 1 action.
ThieveryPick a Lock
DexterityThieveryKey ability for this skill.
ClumsyDexterityGives status penalty to Dexterity equal to condition value.
FrightenedDexterityReduces all checks and DCs.
SickenedDexterityReduces Dexterity by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.

Pickpocket

26th July 2020 at 1:22am
Feat General Skill

Prerequisites Trained in Thievery.

You can Steal or Palm an Object that’s closely guarded, such as in a pocket, without taking the –5 penalty.

You can’t steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects).

If you’re a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard. When doing so, Stealing requires 2 manipulate actions instead of 1, and you take a –5 penalty.

Feat Type Skill
Level1
SkillThievery
RequirementT

Pilgrim's Token

30th July 2020 at 1:45am
Feat General Skill

You carry a small token of protection from a site holy to your faith, or you touched your religious symbol to a relic or altar at such a site.

So long as this token is in your possession, when you tie an adversary’s initiative roll, you go first.

Special If you select this feat at 1st level, you receive your pilgrim’s token for free. Alternately, if you have a religious symbol, it is already attuned, as described above.

If you select this feat at a later level, or if you lose your pilgrim’s token, you must purchase or Craft a replacement and attune it at a holy site.

Such a token usually costs at least 2 sp, and the attunement takes 10 minutes of prayer and requires a successful DC 20 Religion check. Your GM might adjust the price and DC depending on the token’s material and quality and the religious significance of the site; the more significant the location, the easier the attunement.

Feat Type Skill
Level1
SkillReligion
RequirementT

Planar Survival

26th July 2020 at 1:23am
Feat General Skill

Prerequisites Master in Survival.

You can Subsist using Survival on different planes, even those without resources or natural phenomena you normally need. For instance, you can forage for food even if the plane lacks food that could normally sustain you.

A success on your check to Subsist can also reduce the damage dealt by the plane, at the GM’s discretion.

Feat Type Skill
Level7
SkillSurvival
RequirementM

Plane Shift

27th July 2020 at 10:38pm
Arcane Concentrate Conjuration Divine Manipulate Material Occult Primal Somatic Spell Teleportation Uncommon Verbal
Level7
ComponentsMaterial Somatic Verbal
Cast Time10 minutes
Range
Area
Target1 willing creature, or up to 8 willing creatures joining hands
Save
Duration

You and your allies traverse the barriers between planes of existence.

The targets move to another plane, such as the Plane of Fire, the Shadow Plane, or the Abyss.

You must have specific knowledge of the destination plane and use a magic tuning fork created from material from that plane as a focus for the spell. While the tuning forks for most prominent planes are Uncommon , just like the spell Plane Shift, more obscure planes and demiplanes often have Rare tuning forks.

The spell is highly imprecise, and you appear 1d20×25 miles from the last place one of the targets (of your choice) was located the last time that target traveled to the plane. If it’s the first time traveling to a particular plane for all targets, you appear at a random location on the plane.

Plane shift doesn’t provide a means of return travel, though casting plane shift again allows you to return to your previous plane unless there are extenuating circumstances.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Plant Form

27th July 2020 at 10:41pm
Concentrate Manipulate Plant Polymorph Primal Somatic Spell Transmutation Verbal
Level5
ComponentsSomatic Verbal
Cast Time
Range
Area
Target
Save
Duration1 minute

Taking inspiration from verdant creatures, you transform into a Large plant battle form.

You must have space to expand into or the spell is lost.

When you cast this spell, choose arboreal, flytrap, or shambler. You can substitute a similar specific plant to turn into (such as a pitcher plant instead of a flytrap), but this has no effect on the form’s Size or statistics.

While in this form, you gain the Plant trait.

You can Dismiss the spell.

The special statistics of a battle form can be adjusted only by circumstance bonuses, status bonuses, and penalties.

You can't cast spells, speak, or use Manipulate actions that require hands in your battle form.

Your gear is absorbed into you; the constant abilities of your gear still function, but you can’t activate any items.

You gain the following statistics and abilities regardless of which battle form you choose:

  • AC = 19 + your level. Ignore your armor’s check penalty and Speed reduction.
  • 12 temporary Hit Points.
  • Resistance 10 to poison.
  • Low-Light Vision.
  • One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can use. You’re trained with them. Your attack modifier is +17, and your damage bonus is +11. These attacks are Strength based (for the purpose of the Enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead.
  • Athletics modifier of +19, unless your own modifier is higher.

You also gain specific abilities based on the type of plant you choose:

  • Arboreal Speed 30 feet; Melee branch (reach 15 feet), Damage 2d10 bludgeoning; Melee foot, Damage 2d8 bludgeoning; you can speak in this form, but you still can’t Cast a Spell or supply verbal components.
  • Flytrap Speed 15 feet; resistance 10 to acid; Melee leaf (reach 10 feet), Damage 2d8 piercing, and you can spend an action after a hit to Grab the target.
  • Shambler Speed 20 feet, swim Speed 20 feet; resistance 10 to electricity; Melee vine (reach 15 feet), Damage 2d8 slashing.

Heightened (6th) Your battle form is Huge, and the reach of your attacks increases by 5 feet. You instead gain AC = 22 + your level, 24 temporary HP, attack modifier +21, damage bonus +16, and Athletics +22.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Point Out

4th July 2020 at 9:51pm
Action Auditory Manipulate Visual

Requirements A creature is undetected by one or more of your allies but isn’t undetected by you.

You indicate a creature that you can see to one or more allies, gesturing in a direction and describing the distance verbally.

That creature is Hidden to your allies, rather than Undetected.

This works only for allies who can see you and are in a position where they could potentially detect the target.

If your allies can’t hear or understand you, they must succeed at a Perception check against the creature’s Stealth DC or they misunderstand and believe the target is in a different location.

Actions 1
Free Hands
Skill
Defense
Tool
Sub-actions
AuditoryThis works only against creatures that can hear it and are not Deafened.
ManipulateThis may provoke Attack of Opportunity and other reactions.
VisualThis works only against creatures that can see it and are not Blinded.

Poison

19th July 2020 at 7:47pm

Poisons are a form of Affliction.

Unlike other forms of Affliction, poison has an effect if you are re-exposed to the same poison while already under its effects. Failing a save against a re-exposure increases the stage by 1, or 2 on a critical failure. It does not extend the maximum duration.

Fast RecoveryPoisonIncreases the effectiveness of saves.

Poison Resistance

23rd July 2020 at 7:48pm
Ability Alchemist Class Feat

Repeated exposure to toxic reagents has fortified your body against poisons of all kinds.

You gain Poison resistance equal to half your level, and you gain a +1 status bonus to saving throws against poisons.

Feat Type Class
Level2
ClassAlchemist

Polar Ray

27th July 2020 at 10:42pm
Arcane Cold Concentrate Evocation Manipulate Primal Somatic Spell Verbal
Level8
Components
Cast Time
Range120 feet
Area
Target1 creature or object
Save
Duration

You fire a blue-white ray of freezing air and swirling sleet from your finger that can chill your target to the bones.

You must succeed at a spell attack roll to affect the target, which then takes 10d8 cold damage and is Drained 2.

Heightened (+1) The damage increases by 2d8.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Polymorph

27th June 2020 at 11:25pm
Trait

These effects transform the target into a new form.

A target can’t be under the effect of more than one polymorph effect at a time.

If it comes under the effect of a second polymorph effect, the second polymorph effect attempts to Counteract the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target.

Any Strikes specifically granted by a polymorph effect are Magical.

Unless otherwise stated, polymorph spells don’t allow the target to take on the appearance of a specific individual creature, but rather just a generic creature of a general type or ancestry.

If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most manipulate actions that require hands. (If there’s doubt about whether you can use an action, the GM decides.)

Your gear is absorbed into you; the constant abilities of your gear still function, but you can’t activate any items.

Possession (Spell)

27th July 2020 at 10:46pm
Concentrate Incapacitation Manipulate Mental Necromancy Occult Possession Somatic Spell Uncommon Verbal
Level7
ComponentsSomatic Verbal
Cast Time
Range30 feet
Area
Target1 living creature
SaveWill
Duration1 minute

You send your mind and soul into the target’s body, attempting to take control.

The target must attempt a Will save. You can choose to use the effects of a degree of success more favorable to the target if you prefer.

While you’re possessing a target, your own body is Unconscious and can’t wake up normally.

You can sense everything the possessed target does.

You can Dismiss this spell.

If the possessed body dies, the spell ends and you must succeed at a Fortitude save against your spell DC or be Paralyzed for 1 hour, or 24 hours on a critical failure.

If the spell ends during an encounter, you act just before the possessed creature’s initiative count.

Heightened (9th) The duration is 10 minutes, and you can physically enter the creature’s body, protecting your physical body while the spell lasts.

Incapacitation effect: All targets of more than twice the spell level use the result one better than the save they rolled.

Critical SuccessThe target is unaffected.
SuccessYou possess the target but can’t control it. You ride along in the body while the spell lasts.
FailureYou possess the target and take partial control of it. You no longer have a separate turn; instead, you might control the target. At the start of each of the target’s turns, it attempts another Will save. If it fails, it’s Controlled by you on that turn; if it succeeds, it chooses its own actions; and if it critically succeeds, it forces you out and the spell ends.
Critical FailureYou possess the target fully, and it can only watch as you manipulate it like a puppet. The target is Controlled by you.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IncapacitationThis has reduced effect against creatures of higher level.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Potent Poisoner

23rd July 2020 at 9:28pm
Alchemist Class Feat

Prerequisite Powerful Alchemy.

By concentrating your poisons’ toxic components, you make them harder for victims to resist.

When you craft an alchemical item with the Poison trait by any means, the DC is increased by up to 4, to a maximum of your class DC.

Feat Type Class
Level10
ClassAlchemist

Power Word Blind

27th July 2020 at 10:47pm
Arcane Auditory Concentrate Enchantment Mental Spell Uncommon Verbal
Level7
ComponentsVerbal
Cast Time
Range30 feet
Area
Target1 creature
Save
DurationVaries

You utter an arcane word of power that can make the target blinded upon hearing it.

Once targeted, the target is then temporarily immune for 10 minutes.

The effect of the spell depends on the target’s level.

  • 11th or Lower The target is Blinded permanently.
  • 12th–13th The target is blinded for 1d4 minutes.
  • 14th or Higher The target is Dazzled for 1 minute.

Heightened (+1) The levels at which each outcome applies increase by 2.

ArcaneThis spell can be identified using Arcana.
AuditoryThis works only against creatures that can hear it and are not Deafened.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Power Word Kill

27th July 2020 at 10:49pm
Arcane Auditory Concentrate Death Enchantment Mental Spell Uncommon Verbal
Level9
ComponentsVerbal
Cast Time
Range30 feet
Area
Target1 creature
Save
DurationVaries

You utter the most powerful arcane word of power.

Once targeted, the target is then temporarily immune for 10 minutes.

The effect of the spell depends on the target’s level.

  • 14th or Lower The target dies instantly.
  • 15th If the target has 50 Hit Points or fewer, it dies instantly; otherwise, it drops to 0 Hit Points and becomes Dying 1, or increases its dying condition by 1 if it’s already dying.
  • 16th or Higher The target takes 50 damage; if this brings the target to 0 Hit Points, the target dies instantly.

Heightened (10th) The levels at which each outcome applies increase by 2.

ArcaneThis spell can be identified using Arcana.
AuditoryThis works only against creatures that can hear it and are not Deafened.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Power Word Stun

27th July 2020 at 10:50pm
Arcane Auditory Concentrate Enchantment Mental Spell Uncommon Verbal
Level8
ComponentsVerbal
Cast Time
Range30 feet
Area
Target1 creature
Save
DurationVaries

You stun the target with an arcane word of power.

Once targeted, the target is then temporarily immune for 10 minutes.

The effect of the spell depends on the target’s level.

  • 13th or Lower The target is Stunned for 1d6 rounds.
  • 14th–15th The target is Stunned for 1 round.
  • 16th or Higher The target is Stunned 1.

Heightened (+1) The levels at which each outcome applies increase by 2.

ArcaneThis spell can be identified using Arcana.
AuditoryThis works only against creatures that can hear it and are not Deafened.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Powerful Alchemy

23rd July 2020 at 8:15pm
Alchemist Class Feat

Alchemical items you create on the fly are particularly potent.

When you use Quick Alchemy to create an Infused alchemical item that allows a saving throw, you can change its DC to your class DC.

Feat Type Class
Level8
ClassAlchemist

Powerful Leap

26th July 2020 at 1:23am
Feat General Skill

Prerequisites Expert in Athletics.

When you Leap, you can jump 5 feet up with a vertical Leap.

You increase the distance you can jump horizontally by 5 feet.

Feat Type Skill
Level2
SkillAthletics
RequirementE

Prediction

25th July 2020 at 12:35am

Prediction effects give information about what might happen in the future.

Press

27th June 2020 at 11:48pm
Trait

Actions with this trait allow you to follow up earlier attacks.

An action with the press trait can be used only if you are currently affected by a Multiple Attack Penalty.

Some actions with the press trait also grant an effect on a failure. The effects that are added on a failure don’t apply on a critical failure.

If your press action succeeds, you can choose to apply the failure effect instead. (For example, you may wish to do this when an attack deals no damage due to resistance.)

Because a press action requires a multiple attack penalty, you can’t use one when it’s not your turn, even if you use the Ready activity.

Prestigitation

27th July 2020 at 10:52pm
Arcane Cantrip Concentrate Divine Evocation Manipulate Occult Primal Somatic Spell Verbal
Level1
ComponentsSomatic Verbal
Cast Time
Range10 feet
Area
Target1 object
Save
DurationSustained

The simplest magic does your bidding.

You can perform simple magical effects for as long as you Sustain the Spell.

Each time you Sustain the Spell, you can choose one of four options.

  • Cook Cool, warm, or flavor 1 pound of nonliving material.
  • Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
  • Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or spell component.
  • Tidy Color, clean, or soil an object of light Bulk or less.

You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object with 1 minute per Bulk.

Prestidigitation can’t deal damage or cause adverse conditions.

Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the Spell.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Primal

27th July 2020 at 12:09am
Tradition

An instinctual connection to and faith in the world, the cycle of day and night, the turning of the seasons, and the natural selection of predator and prey drive the primal tradition.

Druids are the most iconic primal spellcasters, calling upon the magic of nature through deep faith and a connection to the plants and animals around them, and primal Sorcerers call upon their fey or beast blood to harness the same natural energies.

Cantrips

Level 1 Primal Spells

Level 2 Primal Spells

Level 3 Primal Spells

Level 4 Primal Spells

Level 5 Primal Spells

Level 6 Primal Spells

Level 7 Primal Spells

Level 8 Primal Spells

Level 9 Primal Spells

Level 10 Primal Spells

Primal Herd

27th July 2020 at 10:55pm
Concentrate Manipulate Polymorph Primal Somatic Spell Transmutation Verbal
Level10
ComponentsSomatic Verbal
Cast Time
Range30 feet
Area
TargetYou and up to 5 Willing targets
Save
Duration1 minute

Summoning the power of the natural world, you transform the targets into a herd of mammoths, and they each assume a Huge battle form.

Each target must have enough space to expand into or the spell fails for that target.

Each target gains the Animal trait.

Each target can Dismiss the spell’s effects on themself.

The special statistics of a battle form can be adjusted only by circumstance bonuses, status bonuses, and penalties.

You can't cast spells, speak, or use Manipulate actions that require hands in your battle form.

Your gear is absorbed into you; the constant abilities of your gear still function, but you can’t activate any items.

Each target gains the following while transformed:

  • AC = 22 + the target’s level. Ignore any armor check penalty and Speed reduction.
  • 20 temporary Hit Points.
  • Speed 40 feet.
  • Low-Light Vision.
  • The following unarmed melee attacks, which are the only attacks the target can use. They’re trained with them. When attacking with these attacks, the target uses their attack modifier with the proficiency and item bonuses of their most favorable weapon or unarmed Strike, and the damage is listed for each attack. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If the target’s unarmed attack modifier is higher, they can use it instead.

Melee tusk (reach 15 feet), Damage 4d8+19 piercing;

Melee trunk (agile, reach 15 feet), Damage 4d6+16 bludgeoning;

Melee foot (agile, reach 15 feet), Damage 4d6+13 bludgeoning.

  • Athletics modifier of +30, unless the target’s own modifier is higher.
  • Trample You move up to twice your Speed and move through the space of Large or smaller creatures, trampling each creature whose space you enter. A trampled creature takes damage from its foot Strike based on a basic Reflex save (DC = 19 + the target’s level).
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Primal Phenomenon

27th July 2020 at 10:57pm
Concentrate Divination Manipulate Material Primal Somatic Spell Verbal
Level10
ComponentsMaterial Somatic Verbal
Cast Time
Range
Area
Target
Save
Duration

You request a direct intercession from the natural world.

Nature always refuses unnatural requests and might grant a different request (potentially more powerful or better fitting its character) than the one you asked for.

A primal phenomenon spell can do any of the following things.

  • Duplicate any primal spell of 9th level or lower.
  • Duplicate any non-primal spell of 7th level or lower.
  • Produce any effect whose power level is in line with the above effects.
  • Reverse certain effects that refer to the Wish spell.

At the GM’s discretion, you can try to use primal phenomenon to produce greater effects than these, but doing so may be dangerous, or the spell may have only a partial effect.

Primal spells that can be duplicated: Acid Arrow, Acid Splash, Aerial Form, Air Bubble, Air Walk, Alarm, Animal Form, Animal Messenger, Animal Vision, Ant Haul, Banishment, Barkskin, Burning Hands, Chain Lightning, Charm, Cloudkill, Cone of Cold, Continual Flame, Control Water, Create Food, Create Water, Creation, Dancing Lights, Darkness, Darkvision, Deafness, Death Ward, Detect Magic, Detect Poison, Dinosaur Form, Disjunction, Dispel Magic, Disrupt Undead, Dragon Form, Earthbind, Earthquake, Eclipse Burst, Electric Arc, Elemental Form, Endure Elements, Energy Aegis, Enhance Victuals, Enlarge, Entangle, Faerie Fire, Fear, Feather Fall, Feet to Fins, Field of Life, Fiery Body, Finger of Death, Fire Seeds, Fire Shield, Fireball, Flaming Sphere, Fleet Step, Flesh to Stone, Floating Disk, Fly (Spell), Freedom of Movement, Gaseous Form, Gentle Repose, Glitterdust, Glyph of Warding, Goblin Pox, Grease, Gust of Wind, Hallucinatory Terrain, Haste, Heal, Horrid Wilting, Humanoid Form, Hydraulic Torrent, Implosion, Insect Form, Jump, Know Direction, Light, Lightning Bolt, Longstrider, Magic Fang, Mariner's Curse, Mask of Terror, Massacre, Meld into Stone, Mending, Meteor Swarm, Moment of Renewal, Monstrosity Form, Moon Frenzy, Nature's Enmity, Negate Aroma, Nondetection, Obscuring Mist, Pass Without Trace, Passwall, Pest Form, Phantom Steed, Plane Shift, Plant Form, Polar Ray, Prestigitation, Produce Flame, Punishing Winds, Purify Food and Drink, Purple Worm Sting, Ray of Frost, Read Aura, Regenerate, Remove Disease, Remove Fear, Remove Paralysis, Resist Energy, Restoration, Restore Senses, Searing Light, Shape Stone, Shape Wood, Shapechange, Shatter, Shillelagh, Shocking Grasp, Shrink, Sigil, Slow, Solid Fog, Speak With Animals, Speak With Plants,

Non-Primal spells that can be duplicated: Abyssal Plague, Anathematic Reprisal, Augury, Baleful Polymorph, Bane, Bind Undead, Black Tentacles, Blade Barrier, Bless, Blink, Blur, Breath of Life, Calm Emotions, Chill Touch, Chilling Darkness, Chromatic Wall, Circle of Protection, Clairaudience, Clairvoyance, Cloak of Colors, Collective Transposition, Color Spray, Command, Comprehend Language, Confusion, Contingency, Crisis of Faith, Crushing Despair, Daze, Death Knell, Detect Alignment, Detect Scrying, Dimension Door, Dimensional Anchor, Dimensional Lock, Discern Lies, Disintegrate, Disrupting Weapons, Divine Decree, Divine Lance, Divine Vessel, Divine Wrath, Dominate, Dream Message, Dreaming Potential, Drop Dead, Duplicate Foe, Enthrall, Ethereal Jaunt, False Life, False Vision, Feeblemind, Flame Strike, Forbidding Ward, Ghost Sound, Ghostly Weapon, Ghoulish Cravings, Glibness, Globe of Invulnerability, Grim Tendrils, Hallucination, Harm, Heroism, Hideous Laughter, Holy Cascade, Hypercognition, Hypnotic Pattern, Illusory Creature, Illusory Disguise, Illusory Object, Invisibility Sphere, Invisibility, Item Facade, Knock, Levitate, Locate, Lock, Mage Armor, Mage Hand, Magic Aura, Magic Missile, Magic Mouth, Magic Weapon, Magnificent Mansion, Message, Mind Probe, Mind Reading, Mindlink, Mirror Image, Misdirection, Mislead, Modify Memory, Nightmare, Outcast's Curse, Paranoia, Phantasmal Calamity, Phantasmal Killer, Phantom Pain, Possession (Spell), Power Word Blind, Prismatic Spray, Private Sanctum, Project Image, Protection, Prying Eye, Raise Dead, Ray of Enfeeblement, Read Omens, Remove Curse, Repulsion, Resilient Sphere, Retrocognition, Reverse Gravity, Righteous Might, Rope Trick, Sanctified Ground, Sanctuary, Scrying, Secret Page, See Invisibility, Sending, Shadow Blast, Shadow Siphon, Shadow Walk, Shield Other, Shield, Shrink Item, Silence, Sleep, Soothe, Sound Burst, Spectral Hand, Spell Immunity,

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Prismatic Sphere

27th July 2020 at 11:00pm
Abjuration Arcane Concentrate Light Manipulate Occult Somatic Spell Verbal
Level9
ComponentsSomatic Verbal
Cast Time
Range
Area10-foot Burst
Target
Save
Duration1 hour

You create a seven-layered sphere to protect an area.

This multicolored sphere functions like a Prismatic Wall but is shaped in a 10-foot Burst centered on a corner of your space.

You must form the sphere in an unbroken open space so its edges don’t pass through any creatures or objects, or the spell is lost.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Prismatic Spray

27th July 2020 at 11:05pm
Arcane Concentrate Evocation Light Manipulate Occult Somatic Spell Verbal
Level7
ComponentsSomatic Verbal
Cast Time
Range
Area30 foot Cone
Target
Save
Duration

A spray of rainbow light beams cascades from your open hand.

Each creature in the area must roll 1d8 on the table below to see which beam affects it, then attempt a saving throw of the indicated type.

The table notes any additional traits that apply to each type of ray.

If a creature is struck by multiple beams, it uses the same d20 result for all its saving throws.

For all rays, a successful saving throw negates the effect for that creature.

1d8ColorSaveEffect (Traits)
1RedReflex50 Fire damage
2OrangeReflex60 Acid damage
3YellowReflex70 Electricity damage
4GreenFortitude30 Poison damage and Enfeebled 1 for 1 minute
5BlueFortitudeAffected as if by Flesh to Stone
6IndigoWillConfused, as the Warp Mind spell ( Mental )
7VioletWillSlowed 1 for 1 minute; if a critical failure, sent to another plane, as Plane Shift ( Teleportation )
8Potent beam-Affected by two beams—roll beam twice, rerolling any duplicates or results of 8.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Prismatic Wall

27th July 2020 at 11:11pm
Abjuration Arcane Concentrate Light Manipulate Material Occult Somatic Spell Verbal
Level8
ComponentsMaterial Somatic Verbal
Cast Time
Range120 feet
Area
Target
Save
Duration1 hour

You create an opaque wall of shimmering, multicolored light.

The wall is straight and vertical, stretching 60 feet long and 30 feet high.

You must form the wall in an unbroken open space so its edges don’t pass through any creatures or objects, or the spell is lost.

You can pass through the wall and ignore its effects. You can ignore the effects of passing through the wall, but it still blocks your spells, missiles, etc.

The wall sheds bright light out to 20 feet on each side (and dim light to the next 20 feet).

Creatures other than you that come into the wall’s light must attempt a Will save; they’re Dazzled for 1 round on a success, Blinded for 1 round on a failure, and blinded for 1 minute on a critical failure. They are then temporarily immune to the blinding effect for 1 hour.

A prismatic wall has seven different layers, each a different color. Red, orange, yellow, and green have the effect of a 5th-level Chromatic Wall spell of that color, and the others have the effect of a 7th-level chromatic wall spell of that color.

A creature that tries to pass through the wall must attempt a saving throw against each component wall. The effects take place simultaneously, so a creature turned to stone by the blue wall is still treated as a creature for the indigo and violet walls.

The wall as a whole is immune to counteracting effects of the wall’s level or lower; each color must be counteracted by its specific spell, as described in chromatic wall. This must be done in order (red, orange, yellow, green, blue, indigo, then violet). A given color can’t be affected until the previous color is counteracted. Counteracting a color wall removes that color’s effect from the wall, and counteracting them all ends prismatic wall.

The wall as a whole can still be counteracted with a counteracting effect higher than the wall's level.

You can Dismiss the spell.

The effects are as follows:

  1. Red The wall destroys ranged weapon ammunition (such as arrows and crossbow bolts) that would pass through, and it deals 20 fire damage to anyone passing through, with a basic Reflex save. Cone of Cold can counteract a red chromatic wall.
  2. Orange The wall destroys thrown weapons that would pass through, and it deals 25 acid damage to anyone passing through, with a basic Reflex save. Gust of Wind can counteract an orange chromatic wall.
  3. Yellow The wall stops Acid , Cold , Electricity , Fire , Force , Negative , Positive , and Sonic effects from passing through, and it deals 30 electricity damage to anyone passing through, with a basic Reflex save. Disintegrate can counteract a yellow chromatic wall.
  4. Green The wall stops toxins, gases, and breath weapons from passing through. It deals 10 poison damage to anyone passing through and makes them Enfeebled 1 for 1 minute. A basic Fortitude save reduces the damage and negates the enfeebled condition on a success. Passwall can counteract a green chromatic wall.

  1. Blue The wall stops Auditory , Petrification , and Visual effects from passing through, and creatures passing through are subject to the effects of Flesh to Stone. Magic Missile can counteract a blue chromatic wall.
  2. Indigo The wall stops Divination and Mental effects from passing through, and those passing through are subject to the effects of Warp Mind. Searing Light can counteract an indigo chromatic wall.
  3. Violet The wall prevents spells from targeting the other side (area effects still cross as normal). Creatures passing through must succeed at a Will save or they are Slowed 1 for 1 minute; on a critical failure, the creature is instead sent to another plane, with the effect of Plane Shift. Dispel Magic can counteract a violet chromatic wall.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Private Sanctum

27th July 2020 at 11:12pm
Abjuration Arcane Concentrate Manipulate Material Occult Somatic Spell Uncommon Verbal
Level4
ComponentsMaterial Somatic Verbal
Cast Time
RangeTouch
Area100 foot Burst
Target
Save
Duration24 hours

From outside, the area looks like a bank of impenetrable black fog.

Sensory stimuli (such as sounds, smells, and light) don’t pass from inside the area to outside the area.

Scrying spells can’t perceive any stimuli from the area, and mind-reading effects don’t work in the area.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Produce Flame

28th July 2020 at 8:23pm
Arcane Attack Cantrip Concentrate Evocation Fire Manipulate Primal Somatic Spell Verbal
Level1
ComponentsSomatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
Save
Duration

A small ball of flame appears in the palm of your hand, and you lash out with it either in melee or at range.

Make a spell attack roll against your target’s AC.

This is normally a ranged attack, but you can also make a melee attack against a creature in your unarmed reach.

On a success, you deal 1d4 Fire damage plus your spellcasting ability modifier.

On a critical success, the target takes double damage and 1d4 persistent Fire damage.

Heightened (+1) Increase the damage by 1d4 and the persistent damage on a critical hit by 1d4.

ArcaneThis spell can be identified using Arcana.
AttackThis is affected by Multiple Attack Penalty.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
FireYou can't use this underwater.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
Fiery BodyProduce FlameAllows to be cast with 1 action as an innate spell.

ProficiencySimpleDC

22nd July 2020 at 10:17pm
U:10
T:15
E:20
M:30
L:40

Project Image

28th July 2020 at 8:24pm
Arcane Concentrate Illusion Manipulate Mental Occult Somatic Spell Verbal
Level7
ComponentsSomatic Verbal
Cast Time
Range30 feet
Area
Target
Save
DurationSustained up to 1 minute

You project an illusory image of yourself.

You must stay within range of the image, and if at any point you can’t see the image, the spell ends.

Whenever you Cast a Spell other than one whose area is an Emanation, you can cause the spell effect to originate from either yourself or the image.

Because the image is an illusion, it can’t benefit from spells, though visual manifestations of the spell appear.

The image has the same AC and saves as you.

If it is hit by an attack or fails a save, the spell ends.

Heightened (+2) The maximum duration you can Sustain the Spell increases to 10 minutes.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Prone

27th July 2020 at 9:59pm
Condition

You’re lying on the ground.

You are Flat-Footed and take a –2 circumstance penalty to attack rolls. (You aren't Flat-Footed while Prone if you have Nimble Crawl and are legendary in Acrobatics.)

The only Move actions you can use while you’re prone are Crawl and Stand.

Standing up ends the prone condition.

You can Take Cover while prone to hunker down and gain cover against ranged attacks, even if you don’t have an object to get behind, gaining a +4 circumstance bonus to AC against ranged attacks (but you remain flat-footed).

If you would be knocked prone while you’re Climbing or Flying, you Fall. You can’t be knocked prone when Swimming.

You can use an action to voluntarily Drop Prone.

You usually fall prone if knocked Unconscious.

You can Kip Up to stand as a free action. This isn't a Move action, so it doesn't break the rule above.

Nimble CrawlProneIf legendary Acrobatics, not flat-footed while Prone

Propulsive

7th July 2020 at 12:44am
Weapon Trait

You add half your Strength modifier (if positive) to damage rolls with a propulsive ranged weapon.

If you have a negative Strength modifier, you add your full Strength modifier instead (which will reduce the damage, because you are adding a negative number).

Protection

28th July 2020 at 8:26pm
Abjuration Concentrate Divine Manipulate Occult Somatic Spell Uncommon Verbal
Level1
ComponentsSomatic Verbal
Cast Time
RangeTouch
Area
Target1 creature
Save
Duration1 minute

You ward a creature against a specified alignment.

Choose Chaotic , Evil , Good , or Lawful when you cast this spell.

The target gains a +1 status bonus to Armor Class and saving throws against creatures and effects of the chosen alignment.

This bonus increases to +3 against effects from such creatures that would directly control the target and against attacks made by Summoned creatures of the chosen alignment.

This spell gains the trait that opposes the alignment you chose—if you choose chaos, this spell gains the lawful trait, and vice versa; if you choose evil, this spell gains the good trait, and vice versa.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Prying Eye

28th July 2020 at 8:29pm
Arcane Concentrate Divination Divine Manipulate Material Occult Scrying Somatic Spell Verbal
Level5
ComponentsMaterial Somatic Verbal
Cast Time1 minute
RangeSee text
Area
Target
Save
DurationSustained

You create an invisible, floating eye, 1 inch in diameter, at a location you can see within 500 feet.

It sees in all directions with your normal visual senses and continuously transmits what it sees to you.

The first time you Sustain the Spell each round, you can either move the eye up to 30 feet, seeing only things in front of the eye, or move it up to 10 feet, seeing everything in all directions around it.

There is no limit to how far from you the eye can move, but the spell ends immediately if you and the eye ever cease to be on the same plane of existence.

You can attempt Seek actions through the eye if you want to attempt Perception checks with it.

Any damage dealt to the eye destroys it and ends the spell.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Punishing Winds

28th July 2020 at 8:32pm
Air Concentrate Evocation Manipulate Material Primal Somatic Spell Verbal
Level8
ComponentsMaterial Somatic Verbal
Cast Time
Range100 feet
Area30-foot radius, 100-foot-tall cylinder
Target
Save
DurationSustained up to 1 minute

Violent winds and a powerful downdraft fill the area, forming a cyclone.

All flying creatures in the area descend 40 feet.

The entire area is Greater Difficult Terrain for Flying creatures, and difficult terrain for creatures on the ground or Climbing.

Any creature that ends its turn Flying within the area descends 20 feet.

Any creature pushed into a surface by this spell’s winds takes bludgeoning damage as though it had fallen.

The squares at the outside vertical edges of the cylinder prevent creatures from leaving. These squares are greater difficult terrain, and a creature attempting to push through must succeed at an Athletics check or Acrobatics check to Maneuver in Flight against your spell DC to get through. A creature that fails ends its current action but can try again.

AirThis may not work in vacuum or without air.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Purify Food and Drink

28th July 2020 at 8:33pm
Concentrate Divine Manipulate Necromancy Primal Somatic Spell Verbal
Level1
ComponentsSomatic Verbal
Cast Time
RangeTouch
Area
Target1 cubic foot of contaminated food or water
Save
Duration

You remove toxins and contaminations from food and drink, making them safe to consume.

This spell doesn’t prevent future contamination, natural decay, or spoilage.

One cubic foot of liquid is roughly 8 gallons.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Purple Worm Sting

28th July 2020 at 8:36pm
Arcane Concentrate Manipulate Necromancy Poison Primal Somatic Spell Verbal
Level6
ComponentsSomatic Verbal
Cast Time
RangeTouch
Area
Target1 creature
SaveFortitude
Duration

You replicate the attack of a deadly purple worm.

You deal 6d6 piercing damage to the touched creature and afflict it with purple worm venom.

The target must attempt a Fortitude save.

Critical SuccessThe target is unaffected.
SuccessThe target takes 3d6 poison damage.
FailureThe target is afflicted with purple worm venom at stage 1.
Critical FailureThe target is afflicted with purple worm venom at stage 2.

Purple Worm Venom (poison); Level 11; Maximum Duration 6 rounds. Stage 1 3d6 poison damage and Enfeebled 2 (1 round); Stage 2 4d6 poison damage and Enfeebled 2 (1 round); Stage 3 6d6 poison damage and Enfeebled 2 (1 round).

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Push

27th June 2020 at 9:06pm
Action

Requirements The monster’s last action was a success with a Strike that lists Push in its damage entry.

The monster automatically knocks the target away from the monster.

Unless otherwise noted in the ability description, the creature is pushed 5 feet.

If the attack was a critical hit, this distance is doubled.

Actions 1
Free Hands
Skill
Defense
Tool
Sub-actions

Quick Alchemy

23rd July 2020 at 7:54pm
Action Alchemist Manipulate

Cost 1 batch of Infused Reagents

Requirements Alchemist's Tools, the formula for the item you're creating, and a free hand.

You swiftly mix up a short-lived alchemical item to use at a moment’s notice.

You create a single alchemical item of your advanced alchemy level or lower that’s in your formula book without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check.

This item has the Infused trait, but it remains potent only until the start of your next turn.

Actions 1
Free Hands1
Skill
Defense
ToolAlchemist's Tools
Sub-actions
ManipulateThis may provoke Attack of Opportunity and other reactions.
Combine ElixirsQuick AlchemyCombine two elixir effects into one (Additive 2)
Debilitating BombQuick AlchemyAdd a status effect to a bomb (Additive 2)
Greater Debilitating BombDebilitating BombUpgrades available list of effects.
True Debilitating BombGreater Debilitating BombAdds more effect options and demotes some saves.
Perfect DebilitationDebilitating BombDemotes enemy saves against bombs.
Double BrewQuick AlchemyLets you make 2 items instead of 1.
Enduring AlchemyQuick AlchemyItems stay potent until the end of your next turn.
Exploitive BombQuick AlchemyLets created bombs bypass resistance (Additive 2).
Merciful ElixirQuick AlchemyLets elixirs ease fear and paralysis. (Additive 2)
Greater Merciful ElixirMerciful ElixirAllows elixir to counteract more conditions.
Powerful AlchemyQuick AlchemyLets you change item's save DC to your class DC.
Smoke BombQuick AlchemyLets you make a crafted bomb also create smoke (Additive 1).
Sticky BombQuick AlchemyLets you add persistent damage to bombs (additive 2)

Quick Bomber

23rd July 2020 at 7:47pm
Action Alchemist Attack Class Feat Manipulate

You keep your bombs in easy-to-reach pouches from which you draw without thinking.

You Interact to draw a bomb, then Strike with it.

Actions 1
Free Hands1
Skill
Defense
Tool
Sub-actionsInteract Strike
Feat Type Class
Level1
ClassAlchemist
AttackThis is affected by Multiple Attack Penalty.
ManipulateThis may provoke Attack of Opportunity and other reactions.

Quick Climb

26th July 2020 at 1:23am
Feat General Skill

Prerequisites Master in Athletics.

When Climbing, you move 5 more feet on a success and 10 more feet on a critical success, to a maximum of your Speed.

If you’re legendary in Athletics, you gain a climb Speed equal to your Speed.

Feat Type Skill
Level7
SkillAthletics
RequirementM

Quick Coercion

26th July 2020 at 1:24am
Feat General Skill

Prerequisites Trained in Intimidation.

You can bully others with just a few choice implications.

You can Coerce a creature after 1 round of conversation instead of 1 minute.

You still can’t Coerce a creature in the midst of combat, or without engaging in a conversation.

Feat Type Skill
Level1
SkillIntimidation
RequirementT

Quick Disguise

26th July 2020 at 1:24am
Feat General Skill

Prerequisites Expert in Deception.

You can set up a disguise in half the usual time (generally 5 minutes).

If you’re a master, it takes one-tenth the usual time (usually 1 minute).

If you’re legendary, you can create a full disguise and Impersonate as a 3-action activity.

Feat Type Skill
Level2
SkillDeception
RequirementE

Quick Identification

26th July 2020 at 1:24am
Feat General Skill

Prerequisites Trained in Arcana, Nature, Occultism or Religion.

You can Identify Magic swiftly.

You take only 1 minute when using Identify Magic to determine the properties of an item, ongoing effect, or location, rather than 10 minutes.

If you’re a master, it takes a 3-action activity, and if you’re legendary, it takes 1 action.

Feat Type Skill
Level1
SkillArcana Nature Occultism Religion
RequirementT

Quick Jump

26th July 2020 at 1:25am
Feat General Skill

Prerequisites Trained in Athletics.

You can use High Jump and Long Jump as a single action instead of 2 actions.

If you do, you don’t perform the initial Stride, nor do you fail if you don’t Stride 10 feet.

Feat Type Skill
Level1
SkillAthletics
RequirementT

Quick Recognition

26th July 2020 at 1:25am
Feat General Skill

Prerequisites Master in Arcana, Nature, Occultism, or Religion; Recognize Spell.

You Recognize Spells swiftly.

Once per round, you can Recognize a Spell using a skill in which you’re a master as a free action.

Feat Type Skill
Level7
SkillArcana Nature Occultism Religion
RequirementM

Quick Repair

26th July 2020 at 1:25am
Feat General Skill

Prerequisites Trained in Crafting.

You take 1 minute to Repair an item.

If you’re a master in Crafting, it takes 3 actions.

If you’re legendary, it takes 1 action.

Feat Type Skill
Level1
SkillCrafting
RequirementT

Quick Squeeze

26th July 2020 at 1:26am
Feat General Skill

Prerequisites Trained in Acrobatics.

You Squeeze 5 feet per round (10 feet on a critical success).

If you’re legendary in Acrobatics, you Squeeze at full Speed.

Feat Type Skill
Level1
SkillAcrobatics
RequirementT

Quick Swim

26th July 2020 at 1:26am
Feat General Skill

Prerequisites Master in Athletics.

You Swim 5 feet farther on a success and 10 feet farther on a critical success, to a maximum of your Speed.

If you’re legendary in Athletics, you gain a swim Speed equal to your Speed.

Feat Type Skill
Level7
SkillAthletics
RequirementM

Quick Unlock

26th July 2020 at 1:26am
Feat General Skill

Prerequisites Master in Thievery.

You can Pick a Lock using 1 action instead of 2.

Feat Type Skill
Level7
SkillThievery
RequirementM

Quickened

26th June 2020 at 9:19pm
Condition

You gain 1 additional action at the start of your turn each round. Many effects that make you quickened specify the types of actions you can use with this additional action.

If you become quickened from multiple sources, you can use the extra action you’ve been granted for any single action allowed by any of the effects that made you quickened.

Because quickened has its effect at the start of your turn, you don’t immediately gain actions if you become quickened during your turn.

HasteQuickenedOnly allows Strike and Stride actions.

Quiet Allies

26th July 2020 at 1:27am
Feat General Skill

Prerequisites Expert in Stealth.

You’re skilled at moving with a group.

When you are Avoiding Notice and your allies Follow the Expert, you and those allies can roll a single Stealth check, using the lowest modifier, instead of rolling separately.

This doesn’t apply for Initiative rolls.

Feat Type Skill
Level2
SkillStealth
RequirementE

Rage

23rd July 2020 at 10:21pm
Action Barbarian Concentrate Emotion Mental

Requirements You aren’t Fatigued or raging and you haven't raged in the past minute.

You tap into your inner fury and begin raging.

You gain a number of temporary Hit Points equal to your level plus your Constitution modifier.

This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall Unconscious, whichever comes first.

You can’t voluntarily stop raging.

While you are raging:

  • You deal 2 additional damage with melee weapons and unarmed attacks. This additional damage is halved if your weapon or unarmed attack is Agile .
  • You take a –1 penalty to AC.
  • You can’t use actions with the Concentrate trait unless they also have the Rage trait. You can Seek while raging.

After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can’t Rage again for 1 minute.

You can't use actions with the Rage trait unless you're raging, and they end automatically when you stop raging.

Actions 1
Free Hands
Skill
Defense
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
EmotionThis won't work on creatures with mechanical or artificial intillegence.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
Acute ScentRageGives you scent as a sense when raging.
Animal SkinRageReverses AC penalty and improves Dex cap.
Fast MovementRageGives +10 foot status bonus to Speed when raging.
Mighty RageRageLets you take a Rage action at the time you Rage.
Moment of ClarityRageCan let you use Concentrate actions while Raging.
Raging AthleteRageImproves climbing, swimming and jumping when raging.
Raging ThrowerRageLets this be applied to thrown weapon attacks.
Second WindRageYou can Rage in quick succession but become fatigued.
Wounded RageRageLets you Rage when you take damage.

Raging Athlete

23rd July 2020 at 10:54pm
Barbarian Class Feat

Prerequisites expert in Athletics.

Physical obstacles can’t hold back your fury.

While you are raging, you gain a climb Speed and swim Speed equal to your land Speed, the DC of High Jumps and Long Jumps decreases by 10, and your Leap distance increases by 5 feet when you jump horizontally and by 2 feet when you jump vertically.

Feat Type Class
Level4
ClassBarbarian

Raging Intimidation

23rd July 2020 at 10:24pm
Barbarian Class Feat

Your fury fills your foes with fear.

While you are raging, your Demoralize and Scare to Death actions gain the Rage trait, allowing you to use them while raging.

As soon as you meet the prerequisites for the skill feats Intimidating Glare and Scare to Death, you gain these feats.

Feat Type Class
Level1
ClassBarbarian

Raging Thrower

23rd July 2020 at 10:28pm
Barbarian Class Feat

Thrown weapons become especially deadly in your fury.

You apply the additional damage from Rage to your thrown weapon attacks.

If you have the Brutal Critical feat or the Devastator class feature, apply their benefits to thrown weapon attacks.

Feat Type Class
Level1
ClassBarbarian

Raise a Shield

19th July 2020 at 7:55pm
Action

Requirements You are wielding a Shield.

You position your shield to protect yourself.

When you have Raised a Shield, you gain its listed circumstance bonus to AC.

Your shield remains raised until the start of your next turn.

Actions 1
Free Hands
Skill
Defense
ToolA shield
Sub-actions

Raise Dead

28th July 2020 at 9:05pm
Concentrate Divine Healing Manipulate Material Necromancy Somatic Spell Uncommon Verbal
Level6
ComponentsMaterial Somatic Verbal
Cast Time10 minutes
Range10 feet
Area
Target1 dead creature of 13th level or lower
Save
Duration

Cost Diamonds worth a total value of the target's level (minimum 1) * 200 gp.

You attempt to call forth the dead creature’s soul, requiring the creature’s body to be present and relatively intact.

The creature must have died within the past 3 days.

If the gods have decided that the creature’s time has come (at the GM’s discretion), or if the creature doesn’t wish to return to life, this spell automatically fails, but the diamonds aren’t consumed in the casting.

If the spell is successful, the creature returns to life with 1 Hit Point, no spells prepared or spell slots available, no points in any pools or any other daily resources, and still with any long-term debilitations of the old body.

The time spent in the afterlife leaves the target temporarily debilitated, making it Clumsy 2, Drained 2, and Enfeebled 2 for 1 week; these conditions can’t be removed or reduced by any means until the week has passed.

The creature is also permanently changed by its time in the afterlife, such as a slight personality shift, a streak of white in the hair, or a strange new birthmark.

Heightened (7th) The maximum level of the target increases to 15. The cost increases to the target’s level (minimum 1) × 400 gp.

Heightened (8th) The maximum level of the target increases to 17. The cost increases to the target’s level (minimum 1) × 800 gp.

Heightened (9th) The maximum level of the target increases to 19. The cost increases to the target’s level (minimum 1) × 1,600 gp.

Heightened (10th) The maximum level of the target increases to 21. The cost increases to the target’s level (minimum 1) × 3,200 gp.

Level to RaiseHeighten Level NeededDiamond value needed
06200
16200
26400
36600
46800
561000
661200
761400
861600
961800
1062000
1162200
1262400
1362600
1475600
1576000
16812800
17813600
18928800
19930400
201064000
211067200
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Rapid Mantel

26th July 2020 at 1:28am
Feat General Skill

Prerequisites Expert in Athletics.

You easily pull yourself onto ledges.

When you Grab an Edge, you can pull yourself onto that surface and stand.

You can use Athletics instead of a Reflex save to Grab an Edge.

Feat Type Skill
Level2
SkillAthletics
RequirementE

Ray of Enfeeblement

28th July 2020 at 9:01pm
Arcane Attack Concentrate Divine Manipulate Necromancy Occult Somatic Spell Verbal
Level1
ComponentsSomatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
SaveFortitude
Duration1 minute

A ray with the power to sap a foe’s strength flashes from your hand.

Attempt a ranged spell attack against the target.

If you succeed, that creature attempts a Fortitude save in order to determine the spell’s effect.

If you critically succeed on your attack roll, use the outcome for one degree of success worse than the result of its save.

Critical SuccessThe target is unaffected.
SuccessThe target becomes Enfeebled 1.
FailureThe target becomes Enfeebled 2.
Critical FailureThe target becomes Enfeebled 3.

Critical Success
Success
Failure
Critical Failure
ArcaneThis spell can be identified using Arcana.
AttackThis is affected by Multiple Attack Penalty.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Ray of Frost

28th July 2020 at 9:03pm
Arcane Attack Cantrip Cold Concentrate Evocation Manipulate Primal Somatic Spell Verbal
Level1
ComponentsSomatic Verbal
Cast Time
Range120 feet
Area
Target1 creature
Save
Duration

You blast an icy ray.

Make a spell attack roll.

If you hit, the ray deals cold damage equal to 1d4 + your spellcasting ability modifier.

On a critical hit the target takes double damage and takes a –10-foot status penalty to its Speeds for 1 round.

Heightened (+1) The damage increases by 1d4.

ArcaneThis spell can be identified using Arcana.
AttackThis is affected by Multiple Attack Penalty.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Reach

27th July 2020 at 9:41pm
Weapon Trait

This weapon is long and can be used to attack creatures up to 10 feet away instead of only adjacent creatures.

For creatures that already have reach with the limb or limbs that wield the weapon, the weapon increases their reach by 5 feet.

There is no clear rules judgment on whether the extended limb or weapon of a creature with reach can be attacked using Reactions at the moment it strikes.

Reach Spell

11th July 2020 at 7:08pm
Action Class Concentrate Feat Metamagic Wizard

You can extend the range of your spells.

If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.

Actions 1
Free Hands
Skill
Defense
Tool
Sub-actions
Feat Type Class
Level1
ClassWizard
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
MetamagicYou must use this immediately before casting a spell.

ReactionIcon

22nd July 2020 at 11:17pm

Read Aura

28th July 2020 at 9:04pm
Arcane Cantrip Concentrate Detection Divination Divine Manipulate Occult Primal Somatic Spell Verbal
Level1
ComponentsSomatic Verbal
Cast Time1 minute
Range30 feet
Area
Target1 object
Save
Duration

You focus on the target object, opening your mind to perceive magical auras.

When the casting is complete, you know whether that item is magical, and if it is, you learn the School of magic.

If the object is illusory, you detect this only if the effect’s level is lower than the level of your read aura spell.

Heightened (3rd) You can target up to 10 objects.

Heightened (6th) You can target any number of objects.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Read Lips

26th July 2020 at 1:29am
Feat General Skill

Prerequisites Trained in Society.

You can read lips of others nearby who you can clearly see.

When you’re at your leisure, you can do this automatically.

In encounter mode or when attempting a more difficult feat of lipreading, you’re Fascinated and Flat-Footed during each round in which you focus on lip movements, and you must succeed at a Society check (DC determined by the GM) to successfully read someone’s lips. In either case, the language read must be one that you know.

If you are deaf or hard of hearing and have Read Lips, you recognize the lip movements for the spoken form of your languages. You can also speak the spoken form of your languages clearly enough for others to understand you.

Feat Type Skill
Level1
SkillSociety
RequirementT

Read Omens

28th July 2020 at 9:06pm
Concentrate Divination Divine Manipulate Material Occult Prediction Somatic Spell Uncommon Verbal
Level4
ComponentsMaterial Somatic Verbal
Cast Time10 minutes
Range
Area
Target
Save
Duration

You peek into the future.

Choose a particular goal, event, or activity that will occur within 1 week.

You learn a cryptic clue or piece of advice that could help with the chosen event, often in the form of a rhyme or omen.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Ready

23rd July 2020 at 7:41pm
Action Activity Concentrate

You prepare to use an action that will occur outside your turn.

Choose a single Action or Free action you can use, and designate a trigger. You can’t Ready a free action that already has a trigger.

Your turn then ends.

If the trigger you designated occurs before the start of your next turn, you can use the chosen action as a Reaction (provided you still meet the requirements to use it).

If you have a multiple attack penalty and your readied action is an Attack action, your readied attack takes the multiple attack penalty you had at the time you used Ready. This is one of the few times the multiple attack penalty applies when it’s not your turn.

The Ready activity lets the acting person choose the trigger for their readied action. However, you might sometimes need to put limits on what they can choose.

Notably, the trigger must be something that happens in the game world and is observable by the character rather than a rules concept that doesn’t exist in world. For instance, if a player says, “I Ready to shoot an arrow at her if she uses a concentrate action,” or “I Ready to attack him if he has fewer than 47 Hit Points,” find out what their character is trying to specifically observe. If they don’t have a clear answer for that, they need to adjust their action.

Actions 2
Free Hands
Skill
Defense
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.

Recall Knowledge

26th July 2020 at 1:45am
Action Concentrate Secret Untrained

You attempt a skill check to try to remember a bit of knowledge regarding a topic related to that skill.

The GM determines the DCs for such checks and which skills apply.

Critical SuccessYou recall the knowledge accurately and gain additional information or context.
SuccessYou recall the knowledge accurately or gain a useful clue about your current situation.
Failure
Critical FailureYou recall incorrect information or gain an erroneous or misleading clue.
Actions 1
Free Hands
SkillArcana Crafting Lore Medicine Nature Occultism Religion Society 
Defense
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
SecretThe GM makes the roll for this in secret.
Automatic KnowledgeRecall KnowledgeLets you use this with Assurance as a free action.
Dubious KnowledgeRecall KnowledgeLearn true and false knowledge on a fail.
Forensic AcumenRecall KnowledgeGives +2/3/4 circumstance when examining a body.
StreetwiseRecall KnowledgeCan use to Gather Information on streets you know.
Student of the CanonRecall KnowledgePromotes fails and hits on knowledge about your faith.
SupertasterRecall Knowledge+2 circumstance if tasting would help.
Unmistakable LoreRecall KnowledgePrevents fumbles using trained categories.
ArcanaRecall Knowledge
IntelligenceArcanaKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.
CraftingRecall Knowledge
IntelligenceCraftingKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.
LoreRecall Knowledge
IntelligenceLoreKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.
MedicineRecall Knowledge
WisdomMedicineKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.
NatureRecall Knowledge
Unified TheoryNatureCan use Arcana instead for magic related checks.
WisdomNatureKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.
OccultismRecall Knowledge
IntelligenceOccultismKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.
Unified TheoryOccultismCan use Arcana instead for magic related checks.
ReligionRecall Knowledge
Unified TheoryReligionCan use Arcana instead for magic related checks.
WisdomReligionKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.
SocietyRecall Knowledge
IntelligenceSocietyKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.

Recognize Spell

25th July 2020 at 3:21pm
Action Feat General Reaction Secret Skill

Prerequisites Trained in Arcana, Nature, Occultism, or Religion.

Trigger A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting.

If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success).

The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary.

The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure.

Critical SuccessYou correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it.
SuccessYou correctly recognize the spell.
FailureYou fail to recognize the spell.
Critical FailureYou misidentify the spell as another spell entirely, of the GM’s choice.
Actions Reaction
Free Hands
Skill
Defense
Tool
Sub-actions
Feat Type Skill
Level1
SkillArcana Nature Occultism Religion
RequirementT
SecretThe GM makes the roll for this in secret.
Bizarre MagicRecognize SpellRaises DC for spells by 5.
Quick RecognitionRecognize SpellUse as a 1/round free action if Master in the related skill.
ArcanaRecognize Spell
IntelligenceArcanaKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.
NatureRecognize Spell
Unified TheoryNatureCan use Arcana instead for magic related checks.
WisdomNatureKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.
OccultismRecognize Spell
IntelligenceOccultismKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.
Unified TheoryOccultismCan use Arcana instead for magic related checks.
ReligionRecognize Spell
Unified TheoryReligionCan use Arcana instead for magic related checks.
WisdomReligionKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.

Reflex

20th July 2020 at 10:43pm
Save

A Reflex save is used to avoid negative effects by dodging them.

Reflex is governed by Dexterity.

Being Clumsy, Fatigued, Sickened, Frightened or Unconscious reduces your Reflex rolls.

Being in Cover increases your Reflex rolls.

Armor can limit your Dexterity modifier which in turn can reduce your Reflex.

This is used to defend against:

And to save against these spells:

Breath ControlReflexGives +1 circumstance and promotion to saves against inhaled threats.
CoverReflexGives +2/+4 circumstance saves against area effects.
Mounted CombatCoverYou have lesser cover if your mount would be in the way of an attack.
DexterityReflexKey ability for this save.
ClumsyDexterityGives status penalty to Dexterity equal to condition value.
FrightenedDexterityReduces all checks and DCs.
SickenedDexterityReduces Dexterity by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
Divine AuraReflexGives +1/+2 status.
Divine VesselReflexGives +1 status bonus against spells.
FatiguedReflexGives -1 status to saves.
Forbidding WardReflexGives +1/+2 status against a specific enemy.
Mage ArmorReflexGives +1/+2/+3 item bonus.
Mind BlankReflexGives +4 status vs mental effects.
Mounted CombatReflexYou take -2 circumstance to Reflex when mounted.
Phantom SteedReflexPhantom Steeds fail all saves.
Poison ResistanceReflexGives +1 status vs poisons.
ProtectionReflexGives +1 status vs named alignment.
Sanctified GroundReflexGives +1 status against named creatures.
SootheReflexGives +2 status vs Mental.
Take CoverReflexCan give a +4 circumstance bonus.

Refocus

22nd July 2020 at 12:04pm
Action Concentrate Exploration

Requirements You have a focus pool, and you have spent at least 1 Focus Point since you last regained any Focus Points.

You spend 10 minutes performing deeds to restore your magical connection.

This restores 1 Focus Point to your focus pool.

The deeds you need to perform are specified in the class or ability that gives you your focus spells. These deeds can usually overlap with other tasks that relate to the source of your focus spells.

For instance, a cleric with focus spells from a good deity can usually Refocus while tending the wounds of their allies, and a wizard of the illusionist school might be able to Refocus while attempting to Identify Magic of the Illusion school.

Actions
Free Hands
Skill
Defense
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).

Regenerate

28th July 2020 at 9:08pm
Concentrate Divine Healing Manipulate Necromancy Positive Primal Somatic Spell Verbal
Level7
ComponentsSomatic Verbal
Cast Time
RangeTouch
Area
Target1 Willing living creature
Save
Duration1 minute

An infusion of positive energy grants a creature continuous healing.

The target temporarily gains Regeneration 15, which restores 15 Hit Points to it at the start of each of its turns.

While it has regeneration, the target can’t die from damage and its Dying value can’t exceed 3, though if its Wounded value becomes 4 or higher, it stays Unconscious until its wounds are treated.

If the target takes Acid or Fire damage, its regeneration deactivates until after the end of its next turn.

Each time the creature regains Hit Points from regeneration, it also regrows one damaged or ruined organ (if any).

During the spell’s duration, the creature can also reattach severed body parts by spending an Interact action to hold the body part to the area it was severed from.

Heightened (9th) The regeneration increases to 20.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Regeneration

28th July 2020 at 9:09pm
Ability

This monster regains the listed number of Hit Points each round at the beginning of its turn.

Its Dying condition never increases beyond dying 3 as long as its regeneration is active.

If it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn.

The regeneration is deactivated before applying any damage of a listed type, so that damage can kill the monster by bringing it to dying 4.

Release

26th June 2020 at 9:50pm
Action Free Manipulate

You release something you’re holding in your hand or hands.

This might mean dropping an item, removing one hand from your weapon while continuing to hold it in another hand, releasing a rope suspending a chandelier, or performing a similar action.

Unlike most manipulate actions, Release does not trigger reactions that can be triggered by actions with the manipulate trait (such as Attack of Opportunity). If you want to prepare to Release something outside of your turn, use the Ready activity.

Actions Free
Free Hands
Skill
Defense
Tool
Sub-actions
ManipulateThis may provoke Attack of Opportunity and other reactions.

Religion

12th July 2020 at 5:27pm
Skill

Key Ability Wisdom.

The secrets of deities, dogma, faith, and the realms of divine creatures both sublime and sinister are open to you.

You also understand how magic works, though your training imparts a religious slant to that knowledge.

Actions for this skill:

Feats for this skill:

Unified TheoryReligionCan use Arcana instead for magic related checks.
WisdomReligionKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.

Remain Mounted On Biped

23rd July 2020 at 7:44pm
Action Implied

It’s recommended you disallow humanoid creatures and most other bipeds as mounts, especially if they are PCs. If you choose to allow this anyway, either the rider or mount should use at least one hand to hold onto the other, and both should spend an action on each of their turns to remain mounted.

Actions 1
Free Hands
Skill
Defense
Tool
Sub-actions

Remake

28th July 2020 at 9:11pm
Arcane Concentrate Conjuration Divine Manipulate Material Occult Primal Somatic Spell Uncommon Verbal
Level10
ComponentsMaterial Somatic Verbal
Cast Time1 hour
Range5 feet
Area
Target
Save
Duration

You fully re-create an object from nothing, even if the object was destroyed.

To do so, you must be able to picture the object in your mind.

Additionally, the material component must be a remnant of the item, no matter how small or insignificant (even a speck of dust that remains from Disintegrate is enough).

The spell fails if your imagination relied on too much guesswork; if the object would be too large to fit in a 5-foot cube; if the object still exists and you were simply not aware of it; or if the object is an artifact, has a level over 20, or has similar vast magical power.

The item reassembles in perfect condition. Even if your mental image was of a damaged or weathered object, the new one is in this perfected form.

If the object was magical, this spell typically restores its constant magical properties, but not any temporary ones, such as charges or one-time uses.

An item with charges or uses per day has all of its uses expended when remade, but it replenishes them normally thereafter.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Remove Curse

28th July 2020 at 9:12pm
Concentrate Divine Healing Manipulate Material Necromancy Occult Somatic Spell Verbal
Level4
ComponentsMaterial Somatic Verbal
Cast Time10 minutes
RangeTouch
Area
Target1 creature
Save
Duration

Your touch grants a reprieve to a cursed creature.

You attempt to Counteract one Curse afflicting the target.

If the curse comes from a cursed item or other external source, a success indicates that the target creature can rid itself of the cursed item, but it doesn’t remove the curse from the item.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Remove Disease

28th July 2020 at 9:13pm
Concentrate Divine Healing Manipulate Material Necromancy Primal Somatic Spell Verbal
Level3
ComponentsMaterial Somatic Verbal
Cast Time
RangeTouch
Area
Target1 creature
Save
Duration

Healing magic purges disease from a creature’s body.

You attempt to Counteract one Disease afflicting the target.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Remove Fear

28th July 2020 at 9:15pm
Concentrate Divine Enchantment Manipulate Occult Primal Somatic Spell Verbal
Level2
ComponentsSomatic Verbal
Cast Time
RangeTouch
Area
Target1 creature
Save
Duration

With a touch, you ease a creature’s fears.

You can attempt to Counteract a single Fear effect that the target suffers from.

This frees only the target, not any other creatures under the fear effect.

Heightened (6th) The spell’s range increases to 30 feet, and you can target up to 10 creatures.

Merely giving the Frightened condition does not make something a fear effect.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Remove Paralysis

28th July 2020 at 9:19pm
Concentrate Divine Healing Manipulate Necromancy Occult Primal Somatic Spell Verbal
Level2
ComponentsSomatic Verbal
Cast Time
RangeTouch
Area
Target1 creature
Save
Duration

A surge of energy frees a paralyzed creature.

You can attempt to Counteract a single effect imposing the Paralyzed condition on the target.

This does not cure someone who is paralyzed from some natural state or effect, such as paralysis caused by non-magical wounds or toxins.

Heightened (6th) The spell’s range increases to 30 feet, and you can target up to 10 creatures.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Rend

27th June 2020 at 9:09pm
Action

A Rend entry lists a Strike the monster has.

Requirements The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.

The monster automatically deals that Strike’s damage again to the enemy.

Actions 1
Free Hands
Skill
Defense
Tool
Sub-actions

Renewed Vigor

25th July 2020 at 5:50pm
Action Barbarian Class Concentrate Feat Rage

You pause to recover your raging vigor.

You gain temporary Hit Points equal to half your level plus your Constitution modifier.

Actions 1
Free Hands
Skill
Defense
Tool
Sub-actions
Feat Type Class
Level8
ClassBarbarian
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
RageYou have to be raging to use this.

Repair

25th July 2020 at 3:19pm
Action Exploration Manipulate

Requirements You have a Repair Kit.

You spend 10 minutes attempting to fix a damaged item, placing the item on a stable surface and using the repair kit with both hands. If you have Quick Repair, it takes less time depending on your proficiency in Crafting.

Make a Crafting check. The GM sets the DC, but it’s usually about the same DC to Repair a given item as it is to Craft it in the first place.

You can’t Repair a destroyed item.

Critical SuccessYou restore 10 Hit Points to the item, plus an additional 10 Hit Points per proficiency rank you have in Crafting (a total of 20 HP if you’re trained, 30 HP if you’re an expert, 40 HP if you’re a master, or 50 HP if you’re legendary).
SuccessYou restore 5 Hit Points to the item, plus an additional 5 per proficiency rank you have in Crafting (for a total of 10 HP if you are trained, 15 HP if you’re an expert, 20 HP if you’re a master, or 25 HP if you’re legendary).
Failure
Critical FailureYou deal 2d6 damage to the item. Apply the item’s Hardness to this damage.
Actions
Free Hands2
SkillCrafting 
Defense
Tool
Sub-actions
ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).
ManipulateThis may provoke Attack of Opportunity and other reactions.
Improvise ToolRepairRepair without a repair kit.
Quick RepairRepairReduces the time taken to repair.
CraftingRepair
IntelligenceCraftingKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.

Repeat a Spell

18th July 2020 at 10:42pm
Activity Concentrate Exploration

You repeatedly cast the same spell while moving at half speed.

Typically, this spell is a cantrip that you want to have in effect in the event a combat breaks out, and it must be one you can cast in 2 actions or fewer.

In order to prevent fatigue due to repeated casting, you’ll likely use this activity only when something out of the ordinary occurs. (There is no rules reference for "fatigue due to repeated casting", so this may be an error.)

You can instead use this activity to continue Sustaining a Spell or Activation with a sustained duration.

Most such spells or item effects can be sustained for 10 minutes, though some specify they can be sustained for a different duration.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).

Repulsion

28th July 2020 at 9:21pm
Abjuration Arcane Aura Concentrate Divine Manipulate Mental Occult Somatic Spell Verbal
Level6
ComponentsSomatic Verbal
Cast Time
Range
AreaEmanation up to 40 feet
Target
SaveWill
Duration1 minute

You manifest an aura that prevents creatures from approaching you.

When casting the spell, you can make the area any radius you choose, up to 40 feet.

A creature must attempt a Will save if it’s within the area when you cast the spell or as soon as it enters the area while the spell is in effect.

Critical SuccessThe creature’s movement is not restricted.
SuccessThe creature treats each square in the area as difficult terrain when moving closer to you.
FailureThe creature can’t move closer to you within the area.
Critical Failure

Once a creature has attempted the save, it uses the same result for that casting of repulsion.

Any restrictions on a creature’s movement apply only if it voluntarily moves toward you. For example, if you move closer to a creature, it doesn’t then need to move away.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Request

25th July 2020 at 3:17pm
Action Auditory Concentrate Linguistic Mental

You can make a request of a creature that’s Friendly or Helpful to you.

You must couch the request in terms that the target would accept given their current attitude toward you.

The GM sets the Diplomacy DC based on the difficulty of the request. Some requests are unsavory or impossible, and even a helpful NPC would never agree to them.

Critical SuccessThe target agrees to your request without qualifications.
SuccessThe target agrees to your request, but they might demand added provisions or alterations to the request.
FailureThe target refuses the request, though they might propose an alternative that is less extreme.
Critical FailureNot only does the target refuse the request, but their attitude toward you decreases by one step due to the temerity of the request.
Actions 1
Free Hands
SkillDiplomacy 
Defense
Tool
Sub-actions
AuditoryThis works only against creatures that can hear it and are not Deafened.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
LinguisticYour target must be able to understand your language.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
Shameless RequestRequestPromotes fumbles to fails and reduces extreme request penalties by 2.
DiplomacyRequest
CharismaDiplomacyKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.

Resilient Sphere

28th July 2020 at 9:23pm
Abjuration Arcane Concentrate Force Manipulate Occult Somatic Spell Verbal
Level4
ComponentsSomatic Verbal
Cast Time
Range30 feet
Area
Target1 Large or smaller creature
SaveReflex
Duration1 minute

You create an immobile sphere of force to either trap or protect the target, blocking anything that would pass through the sphere.

The sphere has AC 5, Hardness 10, and 40 Hit Points. It’s immune to critical hits and precision damage.

Disintegrate destroys the sphere instantly.

If the target is unwilling, the effects of the sphere depend on the target’s Reflex save.

Critical SuccessThe target disrupts the sphere’s integrity, causing it to collapse entirely.
SuccessThe sphere functions normally but has only 10 Hit Points instead of 40.
FailureThe sphere has its normal effect.
Critical Failure
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Resist Energy

28th July 2020 at 9:25pm
Abjuration Arcane Concentrate Divine Manipulate Occult Primal Somatic Spell Verbal
Level2
ComponentsSomatic Verbal
Cast Time
RangeTouch
Area
Target1 creature
Save
Duration10 minutes

A shield of elemental energy protects a creature against one type of energy damage.

Choose Acid , Cold , Electricity , Fire , or Sonic damage.

The target and its gear gain Resistance 5 against the damage type you chose.

Heightened (4th) The resistance increases to 10, and you can target up to two creatures.

Heightened (7th) The resistance increases to 15, and you can target up to five creatures.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Resist Moon Frenzy

27th July 2020 at 9:47pm
Action Implied Rage

Implied by the spell Moon Frenzy.

A creature can attempt to end the spell’s effect on itself by using a single action, which has the Rage trait, to attempt a Will save against your spell DC; on a success, it ends the spell’s effect on itself.

Actions 1
Free Hands
Skill
Defense
Tool
Sub-actions
RageYou have to be raging to use this.

Resplendent Mansion

28th July 2020 at 9:27pm
Arcane Concentrate Conjuration Manipulate Material Occult Somatic Spell Verbal
Level9
ComponentsSomatic Verbal Material
Cast Time1 minute
Range500 feet
Area
Target
Save
DurationUntil the next time you make your daily preparations

You conjure a towering mansion up to four stories tall and up to 300 feet on a side.

While Casting the Spell, you hold an image of the mansion and its desired appearance in your mind. The mansion can contain as many or as few rooms as you desire, and it is decorated as you imagine it. You can imagine a purpose for each room of the mansion, and the proper accouterments appear within.

Any furniture or other mundane fixtures function normally for anyone inside the mansion, but they cease to exist if taken beyond its walls.

No fixture created with this spell can create magical effects, but magical devices brought into the mansion function normally.

Your mansion contains the same types and quantities of foodstuffs and servants as created by the Magnificent Mansion spell.

Each of the mansion’s exterior doorways and windows are protected by Alarm spells. You choose whether each alarm is Audible or Mental as you Cast the Spell, and each has a different sound (for an audible alarm) or sensation (for a mental one), allowing you to instantly determine which portal has been used.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Respond to Message

27th July 2020 at 1:02am
Action Free Reaction

This action is implied by the Message spell.

The target can give a brief response as a reaction, or as a free action on their next turn if they wish, but they must be able to see you and be within range (120 feet) to do so.

Actions Reaction Free
Free Hands
Skill
Defense
Tool
Sub-actions

Rest

23rd July 2020 at 9:50pm
Rule

You perform at your best when you take enough time to rest and prepare.

Once every 24 hours, you can take a period of rest (typically 8 hours), after which you regain Hit Points equal to your Constitution modifier (minimum 1) times your level, and you might recover from or improve certain conditions (including Fatigued, Doomed and Drained).

Each full 24-hour period a character spends resting during Downtime allows them to recover double what they would for an 8-hour rest. They must spend this time resting in a comfortable and secure location, typically in bed.

If they spend significantly longer in bed rest—usually from a few days to a week of downtime—they recover from all damage and most nonpermanent conditions. Characters affected by Diseases, long-lasting Poisons, or similar Afflictions might need to continue attempting saves during downtime. Some curses, permanent injuries, and other situations that require magic or special care to remove don’t end automatically during long-term rest.

If you rest without any shelter or comfort, the GM may reduce the healing by half, to a minimum of 1 HP.

Sleeping in armor results in poor rest that leaves you Fatigued, or prevents you recovering from being fatigued if you already were.

The 8 hours of rest do not need to be consecutive. Characters interrupted, or taking a watch shift, during their rest may go back to sleep without resetting the clock.

If characters are attacked while sleeping, all characters roll initiative with those who are sleeping taking a -4 for being Unconscious. They do not automaticaly wake up, but may make a Perception check to be woken by noise.

If you go more than 16 hours without resting, you become Fatigued (you cannot recover from this until you rest at least 6 continuous hours).

After you rest, you make your daily preparations, which takes around 1 hour. You can prepare only if you’ve rested, and only once per day. Preparing includes the following:

  • Spellcasters regain spell slots, and prepared spellcasters choose spells to have available that day.
  • Alchemists produce new Infused Reagents and perform Advanced Alchemy. They lose their previous infused reagents and lose and end non-permanent effects of Infused items. Persistent Mutagens wear off.
  • Focus Points, other abilities that refresh during your preparations, and abilities that can be used only a certain number of times per day, including magic item uses, are reset.
  • You don armor and equip weapons and other gear.
  • You invest up to 10 worn magic items to gain their benefits for the day.

If a spell’s duration says it lasts until your next daily preparations, on the next day you can refrain from preparing a new spell in that spell’s slot. (If you are a spontaneous caster, you can instead expend a spell slot during your preparations.) Doing so extends the spell’s duration until your next daily preparations. This effectively Sustains the Spell over a long period of time. If you prepare a new spell in the slot (or don’t expend a spell slot), the spell ends. You can’t do this if the spell didn’t come from one of your spell slots.

There is no specific rules statement that daily preparations must be made immediately after completing a rest, although it is generally assumed so.

NightmareRestTriggers when its target sleeps.

Restoration

28th July 2020 at 9:29pm
Concentrate Divine Healing Manipulate Necromancy Occult Primal Somatic Spell Verbal
Level2
ComponentsSomatic Verbal
Cast Time1 minute
RangeTouch
Area
Target1 creature
Save
Duration

Restorative magic counters the effects of toxins or conditions that prevent a creature from functioning at its best.

When you cast restoration, choose to either reduce a condition or lessen the effect of a toxin.

A creature can benefit from only one restoration spell each day, and it can’t benefit from restoration more than once to reduce the stage of the same exposure to a given toxin.

  • Reduce a Condition Reduce the value of the target’s Clumsy, Enfeebled, or Stupefied condition by 2. You can instead reduce two of the listed conditions by 1 each.
  • Lessen a Toxin Reduce the stage of one toxin the target suffers from by one stage. This can’t reduce the stage below stage 1 or cure the affliction.

Heightened (4th) Add Drained to the list of conditions you can reduce. When you lessen a toxin, reduce the stage by two. You also gain a third option that allows you to reduce the target’s Doomed value by 1. You can’t use this to reduce a permanent doomed condition.

Heightened (6th) As the 4th-level restoration, but you can reduce a permanent doomed condition if you add a spellcasting action and a material component while Casting the Spell, during which you provide 100 gp worth of diamond dust as a cost.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Restore Senses

28th July 2020 at 9:30pm
Concentrate Divine Healing Manipulate Necromancy Occult Primal Somatic Spell Verbal
Level2
ComponentsSomatic Verbal
Cast Time
RangeTouch
Area
Target1 creature
Save
Duration

You attempt to Counteract a single effect imposing the Blinded or Deafened conditions on the target, restoring its vision or hearing.

This can counteract both temporary magic and permanent consequences of magic, but it doesn’t cure someone who does not have the sense due to some natural state or effect, such as from birth or from a non-magical wound or toxin.

Heightened (6th) The spell’s range increases to 30 feet, and you can target up to 10 creatures. You can choose the effect to counteract separately for each selected creature.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Restrained

26th June 2020 at 9:20pm
Condition

You’re tied up and can barely move, or a creature has you pinned.

You have the Flat-Footed and Immobilized conditions.

You can’t use any actions with the Attack or Manipulate traits except to attempt to Escape or Force Open your bonds.

Restrained overrides Grabbed.

Freedom of MovementRestrainedAllows auto Escape success against lower level effects.

Retort

30th July 2020 at 1:22am
Action Concentrate Implied Linguistic

Implied by Bon Mot.

The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the concentrate trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action.

Actions 1
Free Hands
Skill
Defense
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
LinguisticYour target must be able to understand your language.

Retraining

22nd July 2020 at 10:10pm
Rule

Retraining offers a way to alter some of your character choices, which is helpful when you want to take your character in a new direction or change decisions that didn’t meet your expectations.

You can retrain feats, skills, and some selectable class features. You can’t retrain your ancestry, heritage, background, class, or ability scores.

You can’t perform other downtime activities while retraining.

Retraining usually requires you to spend time learning from a teacher, whether that entails physical training, studying at a library, or falling into shared magical trances. Your GM determines whether you can get proper training or whether something can be retrained at all. In some cases, you’ll have to pay your instructor.

Some abilities can be difficult or impossible to retrain (for instance, a sorcerer can retrain their bloodline only in extraordinary circumstances).

When retraining, you generally can’t make choices you couldn’t make when you selected the original option. For instance, you can’t exchange a 2nd-level skill feat for a 4th-level one, or for one that requires prerequisites you didn’t meet at the time you took the original feat. If you don’t remember whether you met the prerequisites at the time, ask your GM to make the call.

You also can't make choices that would leave another previous choice invalid, such as retraining a choice of skill which allowed you to choose an different skill when taking a Dedication feat.

If you cease to meet the prerequisites for an ability due to retraining, you can’t use that ability. You might need to retrain several abilities in sequence in order to get all the abilities you want.

You can spend a week of downtime retraining to swap out one of your Feat s. Remove the old feat and replace it with another of the same type. For example, you could swap a skill feat for another skill feat, but not for a wizard feat.

You can spend a week of downtime retraining to swap out one of your skill increases. Reduce your proficiency rank in the skill losing its increase by one step and increase your proficiency rank in another skill by one step. The new proficiency rank has to be equal to or lower than the proficiency rank you traded away. For instance, if your bard is a master in Performance and Stealth, and an expert in Occultism, you could reduce the character’s proficiency in Stealth to expert and become a master in Occultism, but you couldn’t reassign that skill increase to become legendary in Performance. Keep track of your level when you reassign skill increases; the level at which your skill proficiencies changed can influence your ability to retrain feats with skill prerequisites. You can also spend a week to retrain an initial trained skill you gained during character creation.

You can change a class feature that required a choice, making a different choice instead. This lets you change a druid order or a wizard school, for example. The GM will tell you how long this takes—always at least a month.

Retributive Strike

27th June 2020 at 9:09pm
Action Reaction

Trigger An enemy damages the monster’s ally, and both are within 15 feet of the monster.

The ally gains Resistance to all damage against the triggering damage equal to 2 + the monster’s level.

If the foe is within reach, the monster makes a melee Strike against it.

Actions Reaction
Free Hands
Skill
Defense
Tool
Sub-actions

Retrocognition

28th July 2020 at 9:33pm
Concentrate Manipulate Material Occult Somatic Spell Verbal
Level7
ComponentsSomatic Verbal Material
Cast Time1 minute
Range
Area
Target
Save
DurationSustained

Opening your mind to occult echoes, you gain impressions from past events that occurred in your current location.

Retrocognition reveals psychic impressions from events that occurred over the course of the last day throughout the first minute of the duration, followed by impressions from the next day back the next minute, and so on.

These echoes don’t play out like a vision but instead reveal impressions of emotions and metaphors that provide cryptic clues and details of the past.

If you witness a traumatic or turbulent event through an impression, the spell ends unless you succeed at a Will save with a DC of at least 30 and possibly as much as 50, depending on the severity of the event. The GM determines whether an event is traumatic and chooses the DC.

Heightened (8th) You gain impressions of events that occurred over the previous year for each minute you concentrate, instead of the previous day, though the details diminish, making it harder to distinguish impressions from all but the most major events.

Heightened (9th) You gain impressions of events that occurred over the previous century for each minute you concentrate, instead of the previous day, though the details diminish, making it almost impossible to distinguish impressions from all but the most major events.

Because of the default limit on sustaining a spell, you cannot see more than 10 days/years/centuries back.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Reveal Machinations

30th July 2020 at 1:55am
Action Exploration Feat General Rare Skill

You reveal that you played a minor but recurring role in another humanoid’s life — or at least convince them that’s the case.

Attempt a Deception check against the target’s Will DC.

On a success, the revelation makes them Frightened 2, and on a critical success they are Frightened 3.

In addition, you gain information about the subject as though you had attempted to Recall Knowledge about them using an appropriate skill and received the same result on your roll.

You can’t use this ability against the same humanoid again until 1 day has passed and you’ve also successfully disguised yourself as a different person.

Special At the GM’s discretion, this feat can be used against non-humanoids if they have regular contact with humanoids or you are able to disguise yourself as a member of the target’s ancestry or type of creature.

Actions
Free Hands
SkillDeception 
DefenseWill
Tool
Sub-actions
Feat Type Skill
Level15
SkillDeception
Requirement
ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).
RareYou can't gain this unless a plot gives it to you.

Revelation

25th July 2020 at 12:35am

Revelation effects reveal the truth.

Slippery SecretsRevelationCan allow Deception check to prevent effect.

Reverse Gravity

28th July 2020 at 9:35pm
Arcane Concentrate Evocation Manipulate Material Occult Somatic Spell Uncommon Verbal
Level7
ComponentsSomatic Verbal Material
Cast Time
Range120 feet
Area20 foot radius, 40 foot tall cylinder
Target
Save
Duration1 minute

You reverse gravity in the area.

Creatures and objects that aren’t secured to the ground immediately fall upward to the top of the area.

A creature might be able to Grab an Edge to arrest its fall if it falls past an appropriate surface.

If a creature falls against a solid object (such as a ceiling), it takes the appropriate amount of Falling damage and lands on the surface.

Once an object or creature reaches the top of the area, it floats, caught between the normal and reversed gravity.

The creature can move along the plane where the two forms of gravity meet.

Creatures that can levitate or fly can use those abilities to mitigate the effects of reverse gravity.

When reverse gravity ends, all creatures and objects caught in the area fall back down.

Likewise, anything that moves beyond the spell’s area is subjected to normal gravity again.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Revival

28th July 2020 at 9:37pm
Concentrate Divine Healing Manipulate Necromancy Positive Primal Somatic Spell Verbal
Level10
ComponentsSomatic Verbal
Cast Time
Range30 feet
Area
TargetDead creatures and living creatures of your choice within range
Save
DurationSustained up to 1 minute

A burst of healing energy soothes living creatures and temporarily rouses those recently slain.

All living targets regain 10d8+40 Hit Points.

In addition, you return any number of dead targets to life temporarily, with the same effects and limitations as Raise Dead.

The raised creatures have a number of temporary Hit Points equal to the Hit Points you gave living creatures, but no normal Hit Points.

The raised creatures can’t regain Hit Points or gain temporary Hit Points in other ways, and once revival’s duration ends, they lose all temporary Hit Points and die.

Revival can’t resurrect creatures killed by Disintegrate or a Death effect. It has no effect on Undead .

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Revivifying Mutagen

8th July 2020 at 8:49pm
Action Alchemist Class Concentrate Feat Manipulate

While under the effect of a mutagen, you can metabolize that mutagen’s power to heal yourself.

This uses a single action, which has the Concentrate and Manipulate traits.

Once the action is complete, you regain 1d6 Hit Points for every 2 item levels of the mutagen (minimum 1d6), but the mutagen’s duration immediately ends, even if you are under the effect of Persistent Mutagen.

Actions 1
Free Hands
Skill
Defense
Tool
Sub-actions
Feat Type Class
Level2
ClassAlchemist
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.

Ride

26th July 2020 at 1:49am
Feat General

When you Command an Animal you’re mounted on to take a move action (such as Stride), you automatically succeed instead of needing to attempt a check.

Any animal you’re mounted on acts on your turn, like a Minion. If you Mount an animal in the middle of an encounter, it skips its next turn and then acts on your next turn.

Feat Type General
Level1

Righteous Might

28th July 2020 at 9:40pm
Concentrate Divine Manipulate Polymorph Somatic Spell Transmutation Verbal
Level6
ComponentsSomatic Verbal
Cast Time
Range
Area
TargetYou
Save
Duration1 minute

You must have a deity to cast this spell.

You focus all your divine energy and transform yourself into a Medium battle form, similar to your normal form but armed with powerful divine armaments granted by your deity.

While in this form, you gain the statistics and abilities listed below. You have hands in this battle form and can use Manipulate actions.

You can Dismiss the spell.

The special statistics of a battle form can be adjusted only by circumstance bonuses, status bonuses, and penalties.

You can't cast spells, or speak in your battle form.

Your gear is absorbed into you; the constant abilities of your gear still function, but you can’t activate any items.

You gain the following statistics and abilities:

  • AC = 20 + your level. Ignore your armor’s check penalty and Speed reduction.
  • 10 temporary Hit Points.
  • Speed 40 feet.
  • Resistance 3 against physical damage.
  • Darkvision.
  • A special attack with a righteous armament version of your favored weapon, which is the only attack you can use.
  • Athletics modifier of +23, unless your own modifier is higher.

Your attack modifier with the special weapon is +21, and your damage bonus is +8 (or +6 for a ranged attack). If your attack modifier with your deity’s favored weapon is higher, you can use it instead.

You deal three of your weapon’s normal damage dice, or three damage dice of one size larger if your weapon is a simple weapon with a d4 or d6 damage die.

The weapon has one of the following properties that matches your deity’s alignment: Anarchic, Axiomatic, Holy, Unholy. If your deity is true neutral, you instead deal an extra 1d6 precision damage.

Heightened (8th) Your battle form is Large, and your attacks have 10-foot reach, or 15-foot reach if your deity’s favored weapon has reach. You must have enough space to expand into or thespell is lost. You instead gain AC = 21 + your level, 15 temporary HP, resistance 4 against physical damage, attack modifier +28, damage bonus +15 (+12 for a ranged attack), and Athletics +29.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Risky Surgery

30th July 2020 at 1:46am
Feat General Skill

Your surgery can bring a patient back from the brink of death, but might push them over the edge.

When you Treat Wounds, you can deal 1d8 slashing damage to your patient just before applying the effects of Treat Wounds.

If you do, you gain a +2 circumstance bonus to your Medicine check to Treat Wounds, and if you roll a success, you get a critical success instead.

Feat Type Skill
Level1
SkillMedicine
RequirementT

Robust Recovery

25th July 2020 at 3:32pm
Feat General Skill

Prerequisites Expert in Medicine.

You learned folk medicine to help recover from diseases and poison, and using it diligently has made you especially resilient.

When you Treat Disease or a Treat Poison, or someone else uses one of these actions on you, increase the circumstance bonus granted on a success to +4.

If the result of the patient’s saving throw is a success, the patient gets a critical success.

Feat Type Skill
Level2
SkillMedicine
RequirementE

Root Magic

30th July 2020 at 1:47am
Feat General Skill

Your talismans ward against foul magic.

During your daily preparations, you can assemble a small pouch with bits of herbs, hair, sacred oils, and other ritual ingredients, which you give to one ally.

The first time that day the ally attempts a saving throw against a spell or haunt, they gain a +1 circumstance bonus to the roll. This bonus increases to +2 if you’re an expert in Occultism or +3 if you’re legendary.

Feat Type Skill
Level1
SkillOccultism
RequirementT

Rope Trick

28th July 2020 at 9:42pm
Arcane Concentrate Conjuration Extradimensional Manipulate Material Occult Somatic Spell Uncommon Verbal
Level4
ComponentsSomatic Verbal Material
Cast Time10 minutes
RangeTouch
Area
Target1 touched piece of rope from 5 to 30 feet long
Save
Duration8 hours

You cause the target rope to rise vertically into the air. Where it ends, an extradimensional space opens, connected to the top of the rope. This space can be reached only by climbing the rope.

The entrance to the space can’t be seen, and it can be pinpointed only by the presence of the rope.

The rope can’t be removed or hidden, though it can be detached from the extradimensional space by pulling it with 16,000 pounds of weight, critically succeeding at an Athletics check against the spell’s DC, or destroying the rope.

The space holds up to eight Medium creatures and their gear. A Large creature counts as two Medium creatures, a Huge creature counts as four Medium creatures, and a Gargantuan creature fills the space on its own.

If the rope is detached or destroyed, or if a creature attempts to enter the space that would put it over its capacity, the space begins to unravel. It disappears in 1d4 rounds, depositing the creatures within safely on the ground below.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Sanctified Ground

29th July 2020 at 8:46pm
Abjuration Concentrate Consecration Divine Manipulate Material Somatic Spell Verbal
Level3
ComponentsSomatic Verbal Material
Cast Time1 minute
Range
Area30-foot Burst centered on you
Target
Save
Duration24 hours

Cost 1 vial of Holy Water.

You sanctify the area, sprinkling it with holy water and warding it against your foes.

Choose Aberration s, Celestial s, Dragon s, Fiend s, Monitor s, or Undead .

All creatures in the area gain a +1 status bonus to AC, attack rolls, damage rolls, and saving throws against the chosen creatures.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Sanctuary

29th July 2020 at 8:49pm
Abjuration Concentrate Divine Manipulate Occult Somatic Spell Verbal
Level1
ComponentsSomatic Verbal
Cast Time
RangeTouch
Area
Target1 creature
Save
Duration1 minute

You ward a creature with protective energy that deters enemy attacks.

Creatures attempting to attack the target must attempt a Will save each time.

If the target uses a Hostile Action, the spell ends.

Critical SuccessSanctuary ends.
SuccessThe creature can attempt its attack and any other attacks against the target this turn.
FailureThe creature can’t attack the target and wastes the action. It can’t attempt further attacks against the target this turn.
Critical FailureThe creature wastes the action and can’t attempt to attack the target for the rest of sanctuary’s duration.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

SaveSuccessTable

29th July 2020 at 11:42pm

Critical Success
Success
Failure
Critical Failure

Scare to Death

23rd July 2020 at 10:26pm
Action Death Emotion Fear Feat General Incapacitation Skill

Prerequisites Legendary in Intimidation.

You can frighten foes so much, they might die.

Attempt an Intimidation check against the Will DC of a living creature within 30 feet of you that you sense or observe and who can sense or observe you.

If the target can’t hear you or doesn’t understand the language you are speaking, you take a –4 circumstance penalty.

The creature is temporarily immune for 1 minute.

Incapacitation effect: Against all targets of higher level than the effect, use the result one worse (for you) than the roll indicates.

Critical SuccessThe target must succeed at a Fortitude save against your Intimidation DC or die. If the target succeeds at its save, it becomes Frightened 2 and is Fleeing for 1 round; it suffers no effect on a critical success.
SuccessThe target becomes Frightened 2.
FailureThe target becomes Frightened 1.
Critical FailureThe target is unaffected.
Actions 1
Free Hands
Skill
DefenseWill
Tool
Sub-actions
Feat Type Skill
Level15
SkillIntimidation
RequirementL
EmotionThis won't work on creatures with mechanical or artificial intillegence.
IncapacitationThis has reduced effect against creatures of higher level.
Raging IntimidationScare to DeathGrants this automatically and gives it the rage trait.
IntimidationScare to Death
CharismaIntimidationKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Feral MutagenIntimidationAllows Bestial Mutagen to grant an item bonus.

Scent

27th June 2020 at 9:10pm
Ability

Scent involves sensing creatures or objects by smell, and is usually a Vague sense.

The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Negate AromaScentPrevents a creature emitting any scent.

Schooled in Secrets

30th July 2020 at 1:48am
Feat General Skill

You notice the signs and symbols that members of mystery cults and other secret societies use to declare their affiliation to fellow members.

You can use Occultism in place of Diplomacy to Gather Information about such groups.

If you belong to a secret cult, lodge, sect, or similar organization, you automatically recognize members of your group unless they are specifically attempting to conceal their presence from you.

Feat Type Skill
Level1
SkillOccultism
RequirementT

SchoolSpellListMacro

27th July 2020 at 12:07am
$:/tags/Macro

Scintillating Pattern

29th July 2020 at 8:52pm
Arcane Concentrate Illusion Incapacitation Manipulate Occult Somatic Spell Verbal Visual
Level8
ComponentsSomatic Verbal
Cast Time
Range120 feet
Area20 foot Burst
Target
SaveWill
DurationSustained up to 1 minute

A field of cascading, ever-changing colors manifests in the air.

Creatures are Dazzled while inside the pattern, as are those within 20 feet of the pattern’s area.

A creature must attempt a Will save if it is inside the pattern when you cast it, enters the pattern, ends its turn within the pattern, or uses a Seek or Interact action on the pattern.

A creature currently affected by the pattern doesn’t need to attempt new saves.

Incapacitation effect: All targets of more than twice the spell level use the result one better than the save they rolled.

Critical Success
SuccessThe creature is unaffected.
FailureThe creature is Confused for 1d4 rounds.
Critical FailureThe creature is Stunned for 1d4 rounds. After the stunned condition ends, the creature is Confused for the remaining duration of the spell.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IncapacitationThis has reduced effect against creatures of higher level.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
VisualThis works only against creatures that can see it and are not Blinded.

Scout

18th July 2020 at 10:43pm
Activity Concentrate Exploration

You scout ahead and behind the group to watch danger, moving at half speed.

At the start of the next encounter, every creature in your party gains a +1 circumstance bonus to their Initiative rolls.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).
Incredible ScoutScoutBonus becomes +2 instead of +1.

Scrying

29th July 2020 at 8:56pm
Arcane Concentrate Divination Manipulate Material Occult Scrying Somatic Spell Uncommon Verbal

Scrying is also a spell tag. Scrying effects allow the user to percieve another location.

Level6
ComponentsMaterial Somatic Verbal
Cast Time10 minutes
RangePlanetary
Area
Target1 creature
SaveWill
DurationSustained up to 10 minutes

You magically spy on a creature of your choice.

Scrying works like Clairvoyance, except that the image you receive is less precise, insufficient for Teleport and similar spells.

Instead of creating an eye in a set location within 500 feet, you instead create an eye that manifests just above the target.

You can choose a target either by name or by touching one of its possessions or a piece of its body.

The effect of scrying depends on the target’s Will save.

If you haven’t met the target in person, scrying’s DC is 2 lower, and if you are unaware of the target’s identity (perhaps because you found an unknown creature’s fang at a crime scene), the DC is instead 10 lower.

Critical SuccessThe spell fails and the target is temporarily immune for 1 week. The target also gains a glimpse of you and learns its rough distance and direction from you.
SuccessThe spell fails and the target is temporarily immune for 1 day.
FailureThe spell succeeds.
Critical FailureThe spell succeeds, and the eye follows the target if it moves, traveling up to 60 feet per round.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Search

22nd July 2020 at 10:16pm
Activity Concentrate Exploration

You Seek meticulously for hidden doors, concealed hazards, and so on.

You can usually make an educated guess as to which locations are best to check and move at half speed, but if you want to be thorough and guarantee you checked everything, you need to travel at a Speed of no more than 300 feet per minute, or 150 feet per minute to ensure you check everything before you walk into it.

With a successful Perception check while Searching, a character notices the presence or absence of something unusual in the area, but it doesn’t provide a comprehensive catalog of everything there. Instead, it gives a jumping-off point for closer inspection or an encounter. For instance, if an area has both a DC 30 secret door and a DC 25 trap, and a Searching character got a 28 on their Perception check, you would tell the player that their character noticed a trap in the area, and you’d give a rough idea of the trap’s location and nature. The party needs to examine the area more to learn specifics about the trap, and someone would need to Search again to get another chance to find the secret door.

In locations with many objects to search, you have to stop and spend significantly longer to search thoroughly. If an area contains many objects or something that will take a while to search (such as a cabinet full of papers), Searching would reveal the cabinet, but the PCs would have to examine it more thoroughly to check the papers. This usually requires the party to stop for a complete search.

You can always move more slowly while Searching to cover the area more thoroughly, and the Expeditious Search feat increases these maximum Speeds.

If you come across a secret door, item, or hazard while Searching, the GM will attempt a free secret check to Seek to see if you notice the hidden object or hazard. You roll a secret Perception check for a Searching character to detect any secrets they pass that’s in a place that stands out (such as near a door or a turn in a corridor), but not one that’s in a more inconspicuous place (like a random point in a long hallway) unless they are searching particularly slowly and meticulously.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).
Expeditious SearchSearchSearching takes half as long, so can move double the speed.

Searing Light

29th July 2020 at 9:17pm
Attack Concentrate Divine Evocation Fire Good Light Manipulate Primal Somatic Spell Verbal
Level3
ComponentsSomatic Verbal
Cast Time
Range120 feet
Area
Target1 creature
Save
Duration

You shoot a blazing ray of light tinged with holy energy.

Make a ranged spell attack.

The ray deals 5d6 Fire damage. If the target is a Fiend or Undead , you deal an extra 5d6 Good damage.

On a critical hit, the target takes double fire damage, as well as double good damage if a fiend or undead.

If the light passes through an area of magical darkness or targets a creature affected by magical darkness, searing light attempts to Counteract the darkness.

If you need to determine whether the light passes through an area of darkness, draw a line between yourself and the spell’s target.

Heightened (+1) The fire damage increases by 2d6, and the good damage against fiends and undead increases by 2d6.

AttackThis is affected by Multiple Attack Penalty.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
FireYou can't use this underwater.
GoodGood damage harms only evil creatures.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Seasoned

30th July 2020 at 1:50am
Feat General Skill

You’ve mastered the preparation of many types of food and drink.

You gain a +1 circumstance bonus to checks to Craft food and drink, including potions.

If you are a master in one of the prerequisite skills, this bonus increases to +2.

Feat Type Skill
Level1
SkillCrafting Lore
RequirementT

Second Wind

23rd July 2020 at 10:42pm
Barbarian Class Feat

You can enter a second rage, but afterward you need to catch your breath.

You can Rage without waiting for 1 minute after the previous Rage (or 1 round, with Quick Rage), but when you end this second Rage, you’re Fatigued until you rest for 10 minutes.

Feat Type Class
Level2
ClassBarbarian

Secret Page

29th July 2020 at 9:18pm
Arcane Concentrate Illusion Manipulate Material Occult Somatic Spell Verbal Visual
Level3
ComponentsSomatic Verbal Material
Cast Time1 minute
RangeTouch
Area
Target1 page up to 3 square feet in size
Save
DurationUnlimited

You change the target’s text to different text entirely.

If the text is a spellbook or a scroll, you can change it to show a spell you know of secret page’s level or lower. The replacement spell cannot be cast or used to prepare a spell.

You can also transform the text into some other text you have written or have access to.

You can specify a password that allows a creature touching the page to change the text back and forth.

You must choose the replacement text and the password, if any, when you Cast the Spell.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
VisualThis works only against creatures that can see it and are not Blinded.

Secret Speech

30th July 2020 at 1:51am
Feat General Skill Uncommon

Choose a secret society. You’ve learned that society’s secret cant or jargon, enabling you to share hidden messages when signing or speaking with others who’ve also learned it.

If an observer succeeds at a Perception check against your Deception DC when you do this, they realize you are passing a message but fail to discern its content, unless they subsequently succeed at a Society check against your Deception DC.

On a critical success, they learn not only the message, but also who you’re passing the message to.

Special You can take this feat multiple times. You learn the secret speech of a different society each time.

Feat Type Skill
Level1
Skill
Requirement
UncommonYou can't normally gain this by character advancement.

See Invisibility

29th July 2020 at 9:35pm
Arcane Concentrate Divination Divine Manipulate Occult Revelation Somatic Spell Verbal
Level2
ComponentsSomatic Verbal
Cast Time
Range
Area
Target
Save
Duration10 minutes

You can see Invisible creatures and objects.

They appear to you as translucent shapes, and they are Concealed to you.

Heightened (5th) The spell has a duration of 8 hours.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Seek

23rd July 2020 at 10:12pm
Action Concentrate Secret

You scan an area for signs of creatures or objects.

If you’re looking for creatures, choose an area you’re scanning. If precision is necessary, the GM can have you select a 30-foot cone or a 15-foot burst within line of sight. You might take a penalty if you choose an area that’s far away.

If you’re using Seek to search for objects (including secret doors and hazards), you search up to a 10-foot square adjacent to you. The GM might determine you need to Seek as an activity, taking more actions or even minutes or hours if you’re searching a particularly cluttered area.

The GM attempts a single secret Perception check for you and compares the result to the Stealth DCs of any undetected or hidden creatures in the area, or the DC to detect each object in the area (as determined by the GM or by someone Concealing the Object).

A creature you detect might remain Hidden, rather than becoming Observed, if you’re using an imprecise sense or if an effect (such as Invisibility) prevents the subject from being observed.

You can Seek while Raging, even though it has the Concentrate trait.

Critical SuccessIf you were searching for creatures, any Undetected or hidden creature you critically succeeded against becomes observed by you. If you were searching for an object, you learn its location.
SuccessIf you were searching for creatures, any undetected creature you succeeded against becomes hidden from you instead of undetected, and any hidden creature you succeeded against becomes observed by you. If you were searching for an object, you learn its location or get a clue to its whereabouts, as determined by the GM.
Failure
Critical Failure
Actions 1
Free Hands
Skill
Defense
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
SecretThe GM makes the roll for this in secret.

Sending

29th July 2020 at 9:36pm
Arcane Concentrate Divination Divine Manipulate Material Mental Occult Somatic Spell Verbal
Level5
ComponentsSomatic Verbal Material
Cast Time
RangePlanetary
Area
Target1 creature with whom you are familiar
Save
Duration

You send the creature a mental message of 25 words or fewer, and it can respond immediately with its own message of 25 words or fewer.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Sense Direction

25th July 2020 at 3:50pm
Action Exploration Secret Untrained

Using the stars, the position of the sun, traits of the geography or flora, or the behavior of fauna, you can stay oriented in the wild.

Typically, you attempt a Survival check only once per day, but some environments or changes might necessitate rolling more often. The GM determines the DC and how long this activity takes (usually just a minute or so).

More unusual locales or those you’re unfamiliar with might require you to have a minimum proficiency rank to Sense Direction.

Without a compass, you take a –2 item penalty to checks to Sense Direction.

Critical SuccessYou get an excellent sense of where you are. If you are in an environment with cardinal directions, you know them exactly.
SuccessYou gain enough orientation to avoid becoming hopelessly lost. If you are in an environment with cardinal directions, you have a sense of those directions.
Failure
Critical Failure
Actions
Free Hands
SkillSurvival 
Defense
ToolCompass
Sub-actions
ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).
SecretThe GM makes the roll for this in secret.
SurvivalSense Direction
Terrain ExpertiseSurvival+1 circumstance in terrain you know.
WisdomSurvivalKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.

Sense Motive

26th June 2020 at 9:55pm
Action Concentrate Secret

You try to tell whether a creature’s behavior is abnormal.

Choose one creature, and assess it for odd body language, signs of nervousness, and other indicators that it might be trying to deceive someone.

The GM attempts a single secret Perception check for you and compares the result to the Deception DC of the creature, the DC of a spell affecting the creature’s mental state, or another appropriate DC determined by the GM.

You typically can’t try to Sense the Motive of the same creature again until the situation changes significantly.

Critical SuccessYou determine the creature’s true intentions and get a solid idea of any mental magic affecting it.
SuccessYou can tell whether the creature is behaving normally, but you don’t know its exact intentions or what magic might be affecting it.
FailureYou detect what a deceptive creature wants you to believe. If they’re not being deceptive, you believe they’re behaving normally.
Critical FailureYou get a false sense of the creature’s intentions.
Actions 1
Free Hands
Skill
Defense
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
SecretThe GM makes the roll for this in secret.

Shadow Blast

29th July 2020 at 9:43pm
Concentrate Divine Evocation Manipulate Occult Shadow Somatic Spell Verbal
Level5
ComponentsSomatic Verbal
Cast Time
RangeVaries
AreaVaries
Target
SaveReflex Will
Duration

You shape the quasi-real substance of the Shadow Plane into a blast.

Choose Acid , Bludgeoning , Cold , Electricity , Fire , Force , Piercing , Slashing , or Sonic damage, and choose a 30-foot Cone, a 15-foot Burst within 120 feet, or a 50-foot Line.

The blast deals 5d8 damage of the type you chose to each creature in the area. They attempt their choice of a Reflex or Will save.

Heightened (+1) The damage increases by 1d8.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Shadow Siphon

29th July 2020 at 9:52pm
Arcane Concentrate Illusion Occult Reaction Shadow Spell Verbal
Level5
ComponentsVerbal
Cast Time
Range60 feet
Area
TargetThe triggering spell
Save
Duration

Trigger A spell or magical effect deals damage.

Exchanging material energy with that of the Shadow Plane, you transform the triggering spell into a partially illusory version of itself.

Attempt to Counteract the target spell. Treat shadow siphon’s counteract level as 2 higher for this attempt.

If the attempt is successful, any creatures that would be damaged by the spell instead take only half as much damage. but the spell otherwise works as normal.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
OccultThis spell can be identified using Occultism.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Shadow Walk

29th July 2020 at 9:54pm
Arcane Concentrate Conjuration Manipulate Material Occult Shadow Somatic Spell Teleportation Uncommon Verbal
Level5
ComponentsSomatic Verbal Material
Cast Time
RangeTouch
Area
TargetYou and up to 9 Willing creatures touched
Save
Duration8 hours

You access the Shadow Plane, using its warped nature to spread your travels.

The targets enter the edge of the Shadow Plane where it borders the Material Plane.

Targets can’t see the Material Plane while on the Shadow Plane (although elements of that plane can sometimes be a hazy reflection of the Material Plane).

While on the Shadow Plane, the targets are exposed to potential encounters with that plane’s denizens.

The shadows on the border between the planes bend space, speeding up your movement with respect to the Material Plane.

Every 3 minutes the targets travel along this border, they move as far as they would through the Material Plane in 1 hour.

At any point, a target can Dismiss the spell’s effects, although this affects only that target.

The shadow bending is inexact, so when the spell ends, the targets appear roughly 1 mile from their intended location on the Material Plane (though those who are traveling together and Dismiss the spell at the same point on the Plane of Shadow appear together).

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Shake It Off

23rd July 2020 at 10:47pm
Action Barbarian Class Concentrate Feat Rage

You concentrate on your rage, overcoming fear and fighting back sickness.

Reduce your Frightened condition value by 1, and attempt a Fortitude save to recover from the Sickened condition as if you had spent an action retching; you reduce your sickened condition value by 1 on a failure (but not on a critical failure), by 2 on a success, or by 3 on a critical success.

Actions 1
Free Hands
Skill
Defense
Tool
Sub-actions
Feat Type Class
Level2
ClassBarbarian
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
RageYou have to be raging to use this.
FortitudeShake It Off
Breath ControlFortitudeGives +1 circumstance and promotion to saves against inhaled threats.
ConstitutionFortitudeKey ability for this save.
DrainedConstitutionReduces Constitution by the condition value.
Fast RecoveryDrainedIncreases the effectiveness of saves.
FrightenedConstitutionReduces all checks and DCs.
SickenedConstitutionReduces Constitution by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
Divine AuraFortitudeGives +1/+2 status.
Divine VesselFortitudeGives +1 status bonus against spells.
FatiguedFortitudeGives -1 status to saves.
Forbidding WardFortitudeGives +1/+2 status against a specific enemy.
FrightenedFortitudeReduces all checks and DCs.
Mage ArmorFortitudeGives +1/+2/+3 item bonus.
Mind BlankFortitudeGives +4 status vs mental effects.
Phantom SteedFortitudePhantom Steeds fail all saves.
Poison ResistanceFortitudeGives +1 status vs poisons.
ProtectionFortitudeGives +1 status vs named alignment.
Sanctified GroundFortitudeGives +1 status against named creatures.
SootheFortitudeGives +2 status vs Mental.

Shameless Request

26th July 2020 at 1:30am
Feat General Skill

Requirements Master in Diplomacy.

You can downplay the consequences or outrageousness of your requests using sheer brazenness and charm.

When you Request something, you reduce any DC increases for making an outrageous request by 2, and if you roll a critical failure for your Request, you get a failure instead.

While this means you can never cause your target to reduce their attitude toward you by making a Request, they eventually tire of requests, even though they still have a positive attitude toward you.

Feat Type Skill
Level7
SkillDiplomacy
RequirementM

Shape Stone

29th July 2020 at 9:57pm
Arcane Concentrate Earth Manipulate Primal Somatic Spell Transmutation Verbal
Level4
ComponentsSomatic Verbal
Cast Time
RangeTouch
Area
TargetCube of stone 10 feet across or smaller
SaveReflex
Duration

You shape the stone into a rough shape of your choice. The shaping process is too crude to produce intricate parts, fine details, moving pieces, or the like.

Any creatures standing atop the stone when you reshape it must each attempt a Reflex save or Acrobatics check.

Critical Success
SuccessThe creature is unaffected.
FailureThe creature falls Prone atop the stone.
Critical FailureThe creature falls off the stone (if applicable) and lands prone.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Shape Wood

29th July 2020 at 9:58pm
Concentrate Manipulate Plant Primal Somatic Spell Transmutation Verbal
Level2
ComponentsSomatic Verbal
Cast Time
RangeTouch
Area
TargetAn unworked piece of wood up to 20 cubic feet in volume
Save
Duration

You shape the wood into a rough shape of your choice. The shaping power is too crude to produce with intricate parts, fine details, moving pieces, or the like.

You cannot use this spell to enhance the value of the wooden object you are shaping.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Shapechange

29th July 2020 at 10:00pm
Arcane Concentrate Manipulate Polymorph Primal Somatic Spell Transmutation Verbal
Level9
ComponentsSomatic Verbal
Cast Time
Range
Area
Target
Save
Duration1 mutation

Harnessing your mastery of transformative magic, you take on a mutable form.

You transform yourself into any form you could choose with a Polymorph spell in your spell repertoire or that you could prepare of 8th level or lower (including any 8th-level or lower heightened versions of spells you know).

You choose the type of creature as you Cast the Spell rather than when you prepare it. (This seems to be redundant as you do this for every polymorph spell.)

You can change your form to any other form you could choose with this spell by using a single action, which has the Concentrate trait.

You can Dismiss this spell.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Share Rage

25th July 2020 at 5:51pm
Action Auditory Barbarian Class Feat Rage Visual

Requirements You haven’t used this ability since you last Raged.

You stoke an ally’s fury.

While you are raging, one willing creature within 30 feet gains the effects of the Rage action, except it can still use Concentrate actions.

Actions 1
Free Hands
Skill
Defense
Tool
Sub-actions
Feat Type Class
Level8
ClassBarbarian
AuditoryThis works only against creatures that can hear it and are not Deafened.
RageYou have to be raging to use this.
VisualThis works only against creatures that can see it and are not Blinded.

Shatter

29th July 2020 at 10:04pm
Concentrate Evocation Manipulate Occult Primal Somatic Sonic Spell Verbal
Level2
ComponentsSomatic Verbal
Cast Time
Range30 feet
Area
Target1 unattended object
Save
Duration

A high-frequency sonic attack shatters a nearby object.

You deal 2d10 Sonic damage to the object, ignoring the object’s Hardness if it is 4 or lower.

Heightened (+1) The damage increases by 1d10, and the Hardness the spell ignores increases by 2.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Shield

29th July 2020 at 10:11pm
Abjuration Arcane Cantrip Concentrate Divine Force Occult Spell Verbal
Level1
ComponentsSomatic Verbal
Cast Time
Range
Area
Target
Save
DurationUntil the start of your next turn

You raise a magical shield of force.

This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn’t require a hand to use.

While the spell is in effect, you can use the Shield Block reaction with your magic shield.

The shield has Hardness 5.

After you use Shield Block, the spell ends and you can’t cast it again for 10 minutes.

Unlike a normal Shield Block, you can use the spell’s reaction against the Magic Missile spell. (Which you couldn't normally because it only works against physical damage.)

Heightening the spell increases the shield’s Hardness.

Heighten LevelHardness
15
310
515
720
925
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
OccultThis spell can be identified using Occultism.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Shield Block

29th July 2020 at 10:09pm
Action Feat General Reaction

Trigger The user has their shield raised and takes damage from a physical attack.

The user snaps their shield into place to deflect a blow.

The shield prevents the user from taking an amount of damage up to the shield’s Hardness.

The user and the shield each take any remaining damage, possibly breaking or destroying the shield.

Actions Reaction
Free Hands
Skill
Defense
Tool
Sub-actions
Feat Type General
Level1
ShieldShield BlockSpell-created shield can apply hardness against Magic Missile (specifically).

Shield Other

29th July 2020 at 10:18pm
Concentrate Divine Manipulate Necromancy Somatic Spell Verbal
Level2
ComponentsSomatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
Save
Duration10 minutes

You forge a temporary link between the target’s life essence and your own.

The target takes half damage from all effects that deal Hit Point damage, and you take the remainder of the damage.

When you take damage through this link, you don’t apply any resistances, weaknesses, or other abilities you have to that damage; you simply take that amount of damage.

The spell ends if the target is ever more than 30 feet away from you.

If either you or the target is reduced to 0 Hit Points, any damage from this spell is resolved and then the spell ends.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Shillelagh

29th July 2020 at 10:29pm
Concentrate Manipulate Plant Primal Somatic Spell Transmutation Verbal
Level1
ComponentsSomatic Verbal
Cast Time
RangeTouch
Area
Target1 non-magical Club or Staff you hold
Save
Duration1 minute

The target grows vines and leaves, brimming with primal energy.

The target becomes a +1 Striking weapon while in your hands, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two.

Additionally, as long as you are on your home plane, attacks you make with the target against Aberration s, extraplanar creatures, and > increase the number of weapon damage dice to three.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Shocking Grasp

29th July 2020 at 10:38pm
Arcane Attack Concentrate Electricity Evocation Manipulate Primal Somatic Spell Verbal
Level1
ComponentsSomatic Verbal
Cast Time
RangeReach
Area
Target1 creature
Save
Duration

You shroud your hands in a crackling field of lightning.

Make a melee spell attack roll.

On a hit, the target takes 2d12 electricity damage.

If the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with shocking grasp, and the target also takes 1d4 persistent electricity damage on a hit.

On a critical hit, double the initial damage, but not the persistent damage.

Heightened (+1) The damage increases by 1d12, and the persistent electricity damage increases by 1.

ArcaneThis spell can be identified using Arcana.
AttackThis is affected by Multiple Attack Penalty.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Shoddy

7th July 2020 at 12:31am
Rule

Improvised or of dubious make, shoddy items are never available for purchase except for in the most desperate of communities.

When available, a shoddy item usually costs half the Price of a standard item, though you can never sell one in any case.

Attacks and checks involving a shoddy item take a –2 item penalty.

This penalty also applies to any DCs that a shoddy item applies to (such as AC, for shoddy armor).

A shoddy suit of armor also worsens the armor’s check penalty by 2.

A shoddy item’s Hit Points and Broken Threshold are each half that of a normal item of its type.

Shove

25th July 2020 at 3:51pm
Action Untrained

Requirements You have at least one hand free. The target can’t be more than one size larger than you unless you have Titan Wrestler, in which case they can be two or three sizes bigger depending on your proficiency in Athletics.

You push an opponent away from you.

Attempt an Athletics check against your opponent’s Fortitude DC.

Critical SuccessYou push your opponent up to 10 feet away from you. You can Stride after it, but you must move the same distance and in the same direction.
SuccessYou push your opponent back 5 feet. You can Stride after it, but you must move the same distance and in the same direction.
Failure
Critical FailureYou lose your balance, fall, and land Prone. If you shoved using a weapon, you can choose to drop it instead.

A weapon with the Shove trait can be used to Shove with the Athletics skill even if you don’t have a free hand.

This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls as an item bonus to the Athletics check.

If you critically fail a check to Shove using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.

Actions 1
Free Hands1
SkillAthletics 
DefenseFortitude
Tool
Sub-actions
Brutal BullyShoveAdds extra bludgeoning damage when raging.
Titan WrestlerShoveCan use on creatures 2-3 sizes larger.
AthleticsShove
StrengthAthleticsKey ability for this skill.
EnfeebledStrengthReduces Strength by the condition value.
SickenedStrengthReduces Strength by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.

Shrink

29th July 2020 at 10:39pm
Arcane Concentrate Manipulate Polymorph Primal Somatic Spell Transmutation Verbal
Level2
ComponentsSomatic Verbal
Cast Time
Range30 feet
Area
Target1 Willing creature
Save
Duration5 minutes

You warp space to make a creature smaller.

The target shrinks to become Tiny in size.

Its equipment shrinks with it but returns to its original size if removed.

The creature’s reach changes to 0 feet.

This spell has no effect on a Tiny creature.

Heightened (6th) The spell can target up to 10 creatures.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Shrink Item

29th July 2020 at 11:31pm
Arcane Concentrate Manipulate Polymorph Somatic Spell Transmutation Verbal
Level3
ComponentsSomatic Verbal
Cast Time10 minutes
RangeTouch
Area
Target1 non-magical object up to 20 cubic feet in volume and up to 80 Bulk
Save
Duration1 day

You shrink the target to roughly the size of a coin. This reduces it to negligible Bulk.

You can Dismiss the spell, and the spell ends if you toss the object onto a solid surface.

The object can’t be used to attack or cause damage during the process of it returning to normal size.

If there isn’t room for the object to return to normal size when the spell ends, the spell’s duration continues until the object is in a location large enough to accommodate its normal size.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Sickened

20th July 2020 at 10:38pm
Condition

You feel ill.

Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.

You can’t willingly ingest anything—including elixirs and potions—while sickened.

You can spend a single action retching in an attempt to recover, which lets you immediately attempt a Fortitude save against the DC of the effect that made you sickened. On a success, you reduce your sickened value by 1 (or by 2 on a critical success).

Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.

Sigil

29th July 2020 at 11:32pm
Arcane Cantrip Concentrate Divine Manipulate Occult Primal Somatic Spell Transmutation Verbal
Level1
ComponentsSomatic Verbal
Cast Time
RangeTouch
Area
Target1 creature or object
Save
DurationVaries

You harmlessly place your unique magical sigil, which is about 1 square inch in size, on the targeted creature or object.

The mark can be visible or invisible, and you can change it from one state to another by using an Interact action to touch the target.

The mark can be scrubbed or scraped off with 5 minutes of work. If it’s on a creature, it fades naturally over the course of a week. The time before the mark fades increases depending on your heightened level.

Heighten LevelFade Time
11 week
31 month
51 year
7Unlimited
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Sign Language

2nd July 2020 at 4:06pm
Feat General Skill

Prerequisites Trained in Society.

You learn the sign languages associated with the languages you know, allowing you to sign and understand signs.

Sign languages typically require both hands to convey more complex concepts, and they are Visual rather than Auditory.

Sign language is difficult to understand during combat due to the level of attention needed, unlike basic gestures like pointing at a foe to suggest a target.

Sign language is hard to use in areas of low visibility, just like speech is difficult in a noisy environment.

Feat Type Skill
Level1
SkillSociety
RequirementT

Silence

29th July 2020 at 11:34pm
Concentrate Divine Illusion Manipulate Occult Somatic Spell Verbal
Level2
ComponentsSomatic Verbal
Cast Time
RangeTouch
Area
Target1 Willing creature
Save
Duration1 minute

The target makes no sound, preventing creatures from noticing it using hearing or other senses alone.

The target can’t use Sonic attacks, nor can it use actions with the Auditory trait.

This prevents it from casting spells that include Verbal components.

Heightened (4th) The spell effect emanates from the touched creature, silencing all sound in or passing through a 10-foot radius and preventing any auditory and sonic effects in the affected area. While within the radius, creatures are subject to the same effects as the target. Depending upon the position of the effect, a creature might notice the lack of sound reaching it (blocking off the noise coming from a party, for example).

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Skill

2nd July 2020 at 3:31pm

The following are skills and their governing abilities:

SkillGoverning Ability
AcrobaticsDexterity
ArcanaIntelligence
AthleticsStrength
CraftingIntelligence
DeceptionCharisma
DiplomacyCharisma
Inoculation
IntimidationCharisma
LoreIntelligence
MedicineWisdom
NatureWisdom
OccultismIntelligence
PerformanceCharisma
ReligionWisdom
SocietyIntelligence
StealthDexterity
SurvivalWisdom
ThieveryDexterity

The Skill trait is also used to indicate Skill Feats, which are as follows:

Skill FeatSkill
Acrobatic PerformerAcrobatics
Additional LoreLore
Alchemical CraftingCrafting
Arcane SenseArcana
Armor AssistAthletics [[Warfare Lore]]
Assurance
Automatic Knowledge
Bargain HunterDiplomacy
Battle CryIntimidation
Battle MedicineMedicine
Bizarre MagicOccultism
Bon MotDiplomacy
Bonded AnimalNature
Cat FallAcrobatics
CharlatanDeception
Charming LiarDiplomacy
Cloud JumpAthletics
Combat ClimberAthletics
Concealing LegerdemainThievery
ConfabulatorDeception
ConnectionsSociety
Continual RecoveryMedicine
Courtly GracesSociety
Craft AnythingCrafting
Crafter's AppraisalCrafting
Deceptive WorshipOccultism
Divine GuidanceReligion
Dubious Knowledge
Expeditious SearchPerception
Experienced ProfessionalLore
Experienced SmugglerStealth
Experienced TrackerSurvival
Express Rider
Eye for NumbersSociety
Fascinating PerformancePerformance
Foil SensesStealth
ForagerSurvival
Forensic AcumenMedicine
Glad-HandDiplomacy
Glean ContentsSociety
Group CoercionIntimidation
Group ImpressionDiplomacy
Hefty HaulerAthletics
HobnobberDiplomacy
Impeccable CraftingCrafting
Impressive PerformancePerformance
Improvise ToolCrafting
Intimidating GlareIntimidation
Intimidating ProwessIntimidation
InventorCrafting
Kip UpAcrobatics
Lasting CoercionIntimidation
Legendary CodebreakerSociety
Legendary GuideSurvival
Legendary LinguistSociety
Legendary MedicMedicine
Legendary NegotiationDiplomacy
Legendary PerformerPerformance
Legendary ProfessionalLore
Legendary SneakStealth
Legendary SurvivalistSurvival
Legendary ThiefThievery
Lengthy DiversionDeception
Lie to MeDeception
Magical CraftingCrafting
Magical ShorthandArcana Nature Occultism Religion
MultilingualSociety
Natural MedicineNature
Nimble CrawlAcrobatics
No Cause for AlarmDiplomacy
Oddity IdentificationOccultism
PickpocketThievery
Pilgrim's TokenReligion
Planar SurvivalSurvival
Powerful LeapAthletics
Quick ClimbAthletics
Quick CoercionIntimidation
Quick DisguiseDeception
Quick IdentificationArcana Nature Occultism Religion
Quick JumpAthletics
Quick RecognitionArcana Nature Occultism Religion
Quick RepairCrafting
Quick SqueezeAcrobatics
Quick SwimAthletics
Quick UnlockThievery
Quiet AlliesStealth
Rapid MantelAthletics
Read LipsSociety
Recognize SpellArcana Nature Occultism Religion
Reveal MachinationsDeception
Risky SurgeryMedicine
Robust RecoveryMedicine
Root MagicOccultism
Scare to DeathIntimidation
Schooled in SecretsOccultism
SeasonedCrafting Lore
Secret Speech
Shameless RequestDiplomacy
Sign LanguageSociety
Skill Training
Slippery SecretsDeception
Snare CraftingCrafting
Specialty Crafting
Steady BalanceAcrobatics
StreetwiseSociety
Student of the CanonReligion
Subtle TheftThievery
Survey WildlifeSurvival
Swift SneakStealth
Terrain ExpertiseSurvival
Terrain StalkerStealth
Terrified RetreatIntimidation
Titan WrestlerAthletics
Train Animal
Trick Magic ItemArcana Nature Occultism Religion
Underwater MarauderAthletics
Unified TheoryArcana
Unmistakable LoreLore
Virtuosic PerformerPerformance
Wall JumpAthletics
Ward MedicMedicine
Wary DisarmamentThievery
Water SprintAthletics

Skill Training

2nd July 2020 at 4:07pm
Feat General Skill

Prerequisites Intelligence 12.

You become trained in the skill of your choice.

You can select this feat multiple times, choosing a new skill to become trained in each time.

Feat Type Skill
Level1
Skill
Requirement

SkillActionList

12th July 2020 at 5:03pm

Actions for this skill:

SkillFeatList

2nd July 2020 at 10:59pm

Feats for this skill:

SkillProficiencyLongName

12th July 2020 at 5:12pm
U:Untrained
T:Trained
E:Expert
M:Master
L:Legendary

Sleep

29th July 2020 at 11:41pm
Arcane Concentrate Enchantment Incapacitation Manipulate Mental Occult Sleep Somatic Spell Verbal
Level1
ComponentsSomatic Verbal
Cast Time
Range30 feet
Area5 foot Burst
Target
SaveWill
Duration

Each creature in the area becomes drowsy and might fall asleep.

A creature that falls Unconscious from this spell doesn’t fall Prone or release what it’s holding.

This spell doesn’t prevent creatures from waking up due to a successful Perception check, limiting its utility in combat.

Incapacitation effect: All targets of more than twice the spell level use the result one better than the save they rolled.

Critical SuccessThe creature is unaffected.
SuccessThe creature takes a –1 status penalty to Perception checks for 1 round.
FailureThe creature falls Unconscious. If it’s still unconscious after 1 minute, it wakes up automatically.
Critical FailureThe creature falls unconscious. If it’s still unconscious after 1 hour, it wakes up automatically.

Heightened (4th) The creatures fall unconscious for 1 round on a failure or 1 minute on a critical failure. They fall prone and release what they’re holding, and they can’t attempt Perception checks to wake up. When the duration ends, the creature is sleeping normally instead of automatically waking up.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IncapacitationThis has reduced effect against creatures of higher level.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Slippery Secrets

25th July 2020 at 3:13pm
Feat General Skill

Prerequisites Master in Deception.

You elude and evade attempts to uncover your true nature or intentions.

When a spell or magical effect tries to read your mind, detect whether you are lying, or reveal your alignment, you can attempt a Deception check against the spell or effect’s DC. If you succeed, the effect reveals nothing.

Feat Type Skill
Level7
SkillDeception
RequirementM

Slow

29th July 2020 at 11:46pm
Arcane Concentrate Manipulate Occult Primal Somatic Spell Transmutation Verbal
Level3
ComponentsSomatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
SaveFortitude
Duration1 minute

You dilate the flow of time around the target, slowing its actions.

They make a Fortitude save.

Critical SuccessThe target is unaffected.
SuccessThe target is Slowed 1 for 1 round.
FailureThe target is Slowed 1 for 1 minute.
Critical FailureThe target is Slowed 2 for 1 minute.

Heightened (6th) You can target up to 10 creatures.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Slowed

26th June 2020 at 9:24pm
Condition

You have fewer actions.

Slowed always includes a value. When you regain your actions at the start of your turn, reduce the number of actions you regain by your slowed value.

Because slowed has its effect at the start of your turn, you don’t immediately lose actions if you become slowed during your turn.

If you are both Stunned and slowed, actions lost to the Stunned condition also count against those lost to the Slowed condition in the turn in which you recover from being Stunned.

Flesh to StoneSlowedA creature slowed to 0 actions by this spell turns to stone permanently.

Smoke Bomb

23rd July 2020 at 8:00pm
Action Additive Alchemist Class Feat Free

Frequency Once per round.

Additive 1.

Trigger You use Quick Alchemy to craft an alchemical bomb with a level at least 1 lower than your advanced alchemy level.

You cause the bomb to create a cloud of thick smoke, in addition to its normal effects.

When thrown, the bomb creates a cloud of smoke in a 10-foot-radius burst. You choose which corner of the target’s space (or the space in which the bomb lands) the cloud is centered on.

Creatures within that area have the Concealed condition, and all other creatures are concealed to them.

The smoke lasts for 1 minute or until dissipated by a strong wind.

Actions Free
Free Hands
Skill
Defense
Tool
Sub-actions
Feat Type Class
Level2
ClassAlchemist
AdditiveOne per alchemy item, increases item level by the given amount.

Snare Crafting

26th July 2020 at 1:30am
Feat General Skill

Prerequisites Trained in Crafting.

You can use the Craft activity to create Snares. When you select this feat, you add the formulas for four common snares to your formula book.

Feat Type Skill
Level1
SkillCrafting
RequirementT

Sneak

25th July 2020 at 3:51pm
Action Move Secret Untrained

You can attempt to move to another place while becoming or staying undetected.

Stride up to half your Speed. (You can use Sneak while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type; you must move at half that Speed.)

If you’re Undetected by a creature and it’s impossible for that creature to observe you (for a typical creature, this includes when you’re Invisible, the observer is Blinded, or you’re in darkness and the creature can’t see in darkness), for any critical failure you roll on a check to Sneak, you get a failure instead. You also continue to be undetected if you lose Cover or Greater Cover against or are no longer Concealed from such a creature.

At the end of your movement, the GM rolls your Stealth check in secret and compares the result to the Perception DC of each creature you were hidden from or undetected by at the start of your movement.

If you have cover or greater cover from the creature throughout your Stride, you gain the +2 circumstance bonus from cover (or +4 from greater cover) to your Stealth check. Because you’re moving, the bonus increase from Taking Cover doesn’t apply.

You don’t get to roll against a creature if, at the end of your movement, you neither are concealed from it nor have cover or greater cover against it. You automatically become observed by such a creature.

You can't use Concealment granted by Blur to sneak.

Critical Success
SuccessYou’re undetected by the creature during your movement and remain undetected by the creature at the end of it. You become observed as soon as you do anything other than Hide, Sneak, or Step. If you attempt to Strike a creature, the creature remains Flat-Footed against that attack, and you then become Observed. If you do anything else, you become observed just before you act unless the GM determines otherwise. The GM might allow you to perform a particularly unobtrusive action without being noticed, possibly requiring another Stealth check. If you speak or make a deliberate loud noise, you become Hidden instead of undetected. If a creature uses Seek and you become Hidden to it as a result, you must Sneak if you want to become undetected by that creature again.
FailureA telltale sound or other sign gives your position away, though you still remain unseen. You’re Hidden from the creature throughout your movement and remain so.
Critical FailureYou’re spotted! You’re Observed by the creature throughout your movement and remain so. If you’re invisible and were hidden from the creature, instead of being observed you’re hidden throughout your movement and remain so.
Actions 1
Free Hands
SkillStealth 
DefensePerception
Tool
Sub-actions
SecretThe GM makes the roll for this in secret.
Foil SensesSneakAlways allowing for special senses.
Legendary SneakSneakYou don't need cover or concealment.
Swift SneakSneakCan move full speed.
Take CoverSneakCan give a +4 circumstance bonus.
Terrain StalkerSneakCan sneak without a check in your preferred terrain.
StealthSneak
CoverStealthGives +2/+4 circumstance to checks to avoid detection.
Mounted CombatCoverYou have lesser cover if your mount would be in the way of an attack.
DexterityStealthKey ability for this skill.
ClumsyDexterityGives status penalty to Dexterity equal to condition value.
FrightenedDexterityReduces all checks and DCs.
SickenedDexterityReduces Dexterity by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.

Sneak Attack

27th June 2020 at 9:12pm
Ability

When the user Strikes a creature that has the Flat-Footed condition with an Agile or Finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, they also deals the listed Precision damage.

For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.

Society

20th July 2020 at 11:03pm
Skill

Key Ability Intelligence.

You understand the people and systems that make civilization run, and you know the historical events that make societies what they are today. Further, you can use that knowledge to navigate the complex physical, societal, and economic workings of settlements.

Actions for this skill:

Feats for this skill:

IntelligenceSocietyKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.

Solid Fog

29th July 2020 at 11:47pm
Arcane Concentrate Conjuration Manipulate Material Primal Somatic Spell Verbal Water
Level4
ComponentsSomatic Verbal Material
Cast Time
Range120 feet
Area20 foot Burst
Target
Save
Duration1 minute

You conjure a bank of fog so thick it impedes movement as well as sight.

This functions as Obscuring Mist except that the area is also Difficult Terrain.

You can Dismiss the spell.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Somatic

29th July 2020 at 11:58pm

A somatic component is a specific hand movement or gesture that generates a magical nexus.

The spell gains the Manipulate trait and requires you to make gestures.

You can use this component while holding something in your hand, but not if you are restrained or otherwise unable to gesture freely.

Spells that require you to touch the target require a somatic component. You can do so while holding something as long as part of your hand is able to touch the target (even if it’s through a glove or gauntlet).

If you’re a Bard Casting a Spell from the Occult tradition while holding a musical instrument, you can play that instrument to replace any material, somatic, or verbal components the spell requires by using the instrument as a Focus component instead. Cast a Spell gains the Auditory trait if you make this substitution. Unlike the normal rules for a focus component, you can’t retrieve or stow the instrument when making this substitution.

Soothe

29th July 2020 at 11:49pm
Concentrate Emotion Enchantment Healing Manipulate Mental Occult Somatic Spell Verbal
Level1
ComponentsSomatic Verbal
Cast Time
Range30 feet
Area
Target1 Willing living creature
Save
Duration1 minute

You grace the target’s mind, boosting its mental defenses and healing its wounds.

The target regains 1d10+4 Hit Points when you Cast the Spell and gains a +2 status bonus to saves against Mental effects for the duration.

Heightened (+1) The amount of healing increases by 1d10+4.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
EmotionThis won't work on creatures with mechanical or artificial intillegence.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Sound Burst

29th July 2020 at 11:52pm
Concentrate Divine Evocation Manipulate Occult Somatic Sonic Spell Verbal
Level2
ComponentsSomatic Verbal
Cast Time
Range30 feet
Area10 foot Burst
Target
SaveFortitude
Duration

A cacophonous noise blasts out, dealing 2d10 Sonic damage.

Each creature must attempt a Fortitude save.

Critical SuccessThe creature is unaffected.
SuccessThe creature takes half damage.
FailureThe creature takes full damage and is Deafened for 1 round.
Critical FailureThe creature takes double damage and is Deafened and Stunned 1 for 1 minute.

Heightened (+1) The damage increases by 1d10.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Speak With Animals

29th July 2020 at 11:53pm
Concentrate Divination Manipulate Primal Somatic Spell Verbal
Level2
ComponentsSomatic Verbal
Cast Time
Range
Area
Target
Save
Duration10 minutes

You can ask questions of, receive answers from, and use the Diplomacy skill with animals.

The spell doesn’t make them more friendly than normal.

Cunning animals are likely to be terse and evasive, while less intelligent ones often make inane comments.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Speak With Plants

29th July 2020 at 11:54pm
Concentrate Divination Manipulate Plant Primal Somatic Spell Verbal
Level4
ComponentsSomatic Verbal
Cast Time
Range
Area
Target
Save
Duration10 minutes

You can ask questions of and receive answers from plants, but the spell doesn’t make them more friendly or intelligent than normal.

Most normal plants have a distinctive view of the world around them, so they don’t recognize details about creatures or know anything about the world beyond their immediate vicinity.

Cunning plant monsters are likely to be terse and evasive, while less intelligent ones often make inane comments.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Specialty Crafting

26th July 2020 at 1:31am
Feat General Skill

Prerequisites Trained in Crafting.

Your training focused on Crafting one particular kind of item.

Select one of the specialties listed below; you gain a +1 circumstance bonus to Crafting checks to Craft items of that type. If you are a master in Crafting, this bonus increases to +2.

If it’s unclear whether the specialty applies, the GM decides.

Some specialties might apply only partially. For example, if you were making a morningstar and had specialty in woodworking, the GM might give you half your bonus because the item requires both blacksmithing and woodworking.

SpecialtyApplicable Items
AlchemyAlchemical items such as elixirs (you must have the Alchemical Crafting Feat to Craft alchemical items)
ArtistryFine art, including jewelry
BlacksmithingDurable metal goods, including metal armor
BookmakingBooks and paper
GlassmakingGlass, including glassware and windows
LeatherworkingLeather goods, including leather armor
PotteryCeramic goods
ShipbuildingShips and boats
StonemasonryStone goods and structures
TailoringClothing
WeavingTextiles, baskets, and rugs
WoodworkingWooden goods and structures
Feat Type Skill
Level1
Skill
Requirement
Impeccable CraftingSpecialty CraftingPromotes hits to crits when crafting specialites.

Spectral Hand

29th July 2020 at 11:56pm
Arcane Concentrate Manipulate Necromancy Occult Somatic Spell Verbal
Level2
ComponentsSomatic Verbal
Cast Time
Range120 feet
Area
Target
Save
Duration1 minute

You create a semicorporeal hand out of your essence that delivers Touch spells for you.

Whenever you Cast a Spell with a range of touch, you can have the hand crawl to a target within range along the ground, touch it, and then crawl back to you. (This does not mean that the hand takes the Crawl action.)

When making a melee spell attack with the hand, you use your normal bonuses.

The hand can move as far as it needs to within range.

The hand has your AC and saves, but any damage to the hand destroys it and causes you to take 1d6 damage.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Spell Blending

11th July 2020 at 7:22pm
Splat

You theorize that spell slots are a shorthand for an underlying energy that powers all spellcasting, and you’ve found a way to tinker with the hierarchy of spell slots, combining them to fuel more powerful spells.

When you make your daily preparations, you can trade two spell slots of the same level for a bonus spell slot of up to 2 levels higher than the traded spell slots.

You can exchange as many spell slots as you have available.

Bonus spell slots must be of a level you can normally cast, and each bonus spell slot must be of a different spell level.

You can also trade any spell slot for two additional cantrips, though you cannot trade more than one spell slot at a time for additional cantrips in this way.

Spell Immunity

29th July 2020 at 11:57pm
Abjuration Arcane Concentrate Divine Manipulate Occult Somatic Spell Verbal
Level4
ComponentsSomatic Verbal
Cast Time
RangeTouch
Area
Target1 creature
Save
Duration24 hours

You ward a creature against the effects of a single spell.

Choose a spell and name it aloud as part of the verbal component.

Spell immunity attempts to Counteract that spell whenever spell immunity’s target is the target of the named spell or in that spell’s area.

Successfully counteracting a spell that targets an area or multiple targets with spell immunity negates the effects only for the target affected by spell immunity.

Note that the target does not have to be willing, so you could name a healing spell.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

Spell Substitution

11th July 2020 at 7:22pm
Splat

You don’t accept the fact that once spells are prepared, they can’t be changed until your next daily preparation, and you have uncovered a shortcut allowing you to substitute new spells for those you originally prepared.

You can spend 10 minutes to empty one of your prepared spell slots and prepare a different spell from your spellbook in its place.

If you are interrupted during such a swap, the original spell remains prepared and can still be cast. You can try again to swap out the spell later, but you must start the process over again.

SpellFieldTemplate

28th July 2020 at 9:23pm
Concentrate Manipulate Somatic Spell Verbal
Level
ComponentsSomatic Verbal
Cast Time
Range
Area
Target
Save
Duration

Critical Success
Success
Failure
Critical Failure

Critical Success
Success
Failure
Critical Failure
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.

SpellLevelToEffectLevel

22nd July 2020 at 10:19pm
1:1
2:3
3:5
4:7
5:9
6:11
7:13
8:15
9:17
10:19

SpellSaveList

12th July 2020 at 5:42pm

And to save against these spells:

SpellSummaryTable

24th July 2020 at 11:31pm
Level
Components
Cast Time
Range
Area
Target
Save
Duration

Spirits' Interference

23rd July 2020 at 11:26pm
Action Barbarian Class Divine Feat Instinct Necromancy Rage

You call forth protective spirits to ward off ranged attacks.

Until your rage ends, anyone making a ranged attack against you must succeed at a DC 5 flat check or the attack misses with no effect.

Actions 1
Free Hands
Skill
Defense
Tool
Sub-actions
Feat Type Class
Level6
ClassBarbarian
DivineThis spell can be identified using Religion.
RageYou have to be raging to use this.

Splat

26th July 2020 at 4:31pm

Splats are used as a generic term for the options taken within classes.

The particular names used for splats of particular classes are:

AlchemistField

SplatNameDict

11th July 2020 at 7:20pm
Alchemist:Field
Barbarian:Instinct
Bard:Muse
Champion:Cause
Cleric:Doctrine
Druid:Order
Rogue:Racket
Sorcerer:Bloodline
Wizard:Thesis

Squeeze

6th July 2020 at 10:57pm
Action Exploration Move Trained

You contort yourself to squeeze through a space so small you can barely fit through.

This action is for exceptionally small spaces; many tight spaces are Difficult Terrain that you can move through more quickly and without a check.

Critical SuccessYou squeeze through the tight space in 1 minute per 10 feet of squeezing.
SuccessYou squeeze through in 1 minute per 5 feet.
Failure
Critical FailureYou become stuck in the tight space. While you’re stuck, you can spend 1 minute attempting another Acrobatics check at the same DC. Any result on that check other than a critical failure causes you to become unstuck.

If you have Quick Squeeze, you move much faster.

Actions
Free Hands
Skill
Defense
Tool
Sub-actions
ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).
TrainedYou must be trained in the relevant skill to use this. Having Untrained Improvisation is not sufficient.
Elastic MutagenSqueezeCan allow you to squeeze as one size smaller.
Quick SqueezeSqueezeReduces time taken to squeeze based on proficiency.

Stand

1st July 2020 at 7:54pm
Action Move

You stand up from Prone.

The Kip Up feat allows you to stand up as a free action.

Actions 1
Free Hands
Skill
Defense
Tool
Sub-actions

Start Page

27th July 2020 at 12:38am

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Starvation

18th July 2020 at 10:55pm
Rule

Typically characters eat and drink enough to survive comfortably.

When they can’t, they’re Fatigued until they do.

After 1 day + a creature’s Constitution modifier without food, it takes 1 damage each day that can’t be healed until it sates its hunger.

Steady Balance

26th July 2020 at 1:31am
Feat General Skill

Prerequisites Trained in Acrobatics.

You can keep your balance easily, even in adverse conditions.

Whenever you roll a success using the Balance action, you get a critical success instead.

You’re not Flat-Footed while attempting to Balance on Narrow Surfaces and Uneven Ground.

Thanks to your incredible balance, you can attempt an Acrobatics check instead of a Reflex save to Grab an Edge.

Feat Type Skill
Level1
SkillAcrobatics
RequirementT

Steal

25th July 2020 at 3:51pm
Action Manipulate Untrained

You try to take a small object from another creature without being noticed.

Typically, you can Steal only an object of negligible Bulk, and you automatically fail if the creature who has the object is in combat or on guard. If you have Pickpocket and are a master in Thievery, you do not automatically fail, but you can't steal items that are noticable or actively wielded and you get a -5 penalty. If you have Legendary Thief, you can steal noticeable and actively wielded items but you get a -5 penalty and it takes 1 minute, during which you must remain hidden.

Attempt a Thievery check to determine if you successfully Steal the object. The DC to Steal is usually the Perception DC of the creature wearing the object.

This assumes the object is worn but not closely guarded (like a loosely carried pouch filled with coins, or an object within such a pouch). If the object is in a pocket or similarly protected, you take a –5 penalty to your Thievery check unless you have Pickpocket.

The GM might increase the DC of your check if the nature of the object makes it harder to steal (such as a very small item in a large pack, or a sheet of parchment mixed in with other documents).

You might also need to compare your Thievery check result against the Perception DCs of observers other than the person wearing the object. The GM may increase the Perception DCs of these observers if they’re distracted. If you have Subtle Theft, the observers take -2 circumstance to their Perception DCs.

Critical Success
SuccessYou steal the item without the bearer noticing, or an observer doesn’t see you take or attempt to take the item.
FailureThe item’s bearer notices your attempt before you can take the object, or an observer sees you take or attempt to take the item. The GM determines the response of any creature that notices your theft.
Critical Failure
Actions 1
Free Hands
SkillThievery 
DefensePerception
Tool
Sub-actions
ManipulateThis may provoke Attack of Opportunity and other reactions.
Legendary ThiefStealYou can steal wielded or worn items with penalties.
PickpocketStealRemoves -5 penalty for guarded objects and can steal in combat.
Subtle TheftStealStealing doesn't end a diversion and gives -2 circumstance to detecting theft.
ThieverySteal
DexterityThieveryKey ability for this skill.
ClumsyDexterityGives status penalty to Dexterity equal to condition value.
FrightenedDexterityReduces all checks and DCs.
SickenedDexterityReduces Dexterity by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.

Stealth

11th July 2020 at 7:13pm
Skill

Key Ability Dexterity.

You are skilled at avoiding detection, allowing you to slip past foes, hide, or conceal an item.

Actions for this skill:

Feats for this skill:

CoverStealthGives +2/+4 circumstance to checks to avoid detection.
Mounted CombatCoverYou have lesser cover if your mount would be in the way of an attack.
DexterityStealthKey ability for this skill.
ClumsyDexterityGives status penalty to Dexterity equal to condition value.
FrightenedDexterityReduces all checks and DCs.
SickenedDexterityReduces Dexterity by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.

Step

30th June 2020 at 10:28am
Action Move

Requirements: Your Speed is at least 10 feet.

You carefully move 5 feet.

Unlike most types of movement, Stepping doesn’t trigger reactions, such as Attack of Opportunity, that can be triggered by move actions or upon leaving or entering a square.

You can’t Step into Difficult Terrain unless you have Feather Step, and you can't Step using a Speed other than your land Speed.

Actions
Free Hands
Skill
Defense
Tool
Sub-actions
Difficult TerrainStepYou can't Step through difficult terrain.
Feather StepDifficult TerrainAllows you to step into difficult terrain.
Elastic MutagenStepCan allow you to step up to 10 feet.

Sticky Bomb

23rd July 2020 at 9:15pm
Action Additive Alchemist Class Feat Free

Frequency Once per round.

Trigger You use Quick Alchemy to craft an alchemical bomb, and that bomb’s level is at least 2 levels lower than your Advanced Alchemy level.

Additive 2.

You mix in an additive to make your bomb’s contents adhere to the target and continue to deal damage.

A creature that takes a direct hit from one of your sticky bombs also takes persistent damage equal to and of the same type as the bomb’s splash damage.

If the bomb already deals persistent damage, combine the two amounts.

Actions Free
Free Hands
Skill
Defense
Tool
Sub-actions
Feat Type Class
Level8
ClassAlchemist
AdditiveOne per alchemy item, increases item level by the given amount.

Streetwise

26th July 2020 at 1:32am
Feat General Skill

Prerequisites Trained in Society.

You know about life on the streets and feel the pulse of your local settlement.

You can use your Society modifier instead of your Diplomacy modifier to Gather Information.

In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally.

Feat Type Skill
Level1
SkillSociety
RequirementT

Strength

20th July 2020 at 10:38pm
Ability Score

Strength measures your character’s physical power.

Strength is important if your character plans to engage in hand-to-hand combat.

Your Strength modifier gets added to melee damage rolls and determines how much your character can carry.

You can carry an amount of Bulk equal to 5 plus your Strength modifier without penalty; if you carry more, you gain the encumbered condition. You can’t hold or carry more Bulk than 10 plus your Strength modifier. If you are carrying more weight than you can manage, you're Encumbered.

Strength governs Athletics.

Being Enfeebled, Sickened or Frightened reduces your Strength rolls.

EnfeebledStrengthReduces Strength by the condition value.
SickenedStrengthReduces Strength by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.

Stride

26th June 2020 at 9:57pm
Action Move

You move up to your Speed.

Actions 1
Free Hands
Skill
Defense
Tool
Sub-actions
Difficult TerrainStrideIncreases the cost of movement.
Feather StepDifficult TerrainAllows you to step into difficult terrain.
Water SprintStrideWalk across water in a single action.

Strike

26th June 2020 at 9:58pm
Attack Move

You attack with a weapon you’re wielding or with an unarmed attack, targeting one creature within your reach (for a melee attack) or within range (for a ranged attack).

Roll the attack roll for the weapon or unarmed attack you are using, and compare the result to the target creature’s AC to determine the effect.

Critical SuccessAs success, but you deal double damage.
SuccessYou deal damage according to the weapon or unarmed attack, including any modifiers, bonuses, and penalties you have to damage.
Failure
Critical Failure
AttackThis is affected by Multiple Attack Penalty.

Student of the Canon

26th July 2020 at 1:33am
Feat General Skill

Prerequisites Trained in Religion.

You’ve researched many faiths enough to recognize notions about them that are unlikely to be true.

If you roll a critical failure at a Religion check to Decipher Writing of a religious nature or to Recall Knowledge about the tenets of faiths, you get a failure instead.

When attempting to Recall Knowledge about the tenets of your own faith, if you roll a failure, you get a success instead, and if you roll a success, you get a critical success instead.

Feat Type Skill
Level1
SkillReligion
RequirementT

Stunned

26th June 2020 at 9:23pm
Condition

You’ve become senseless.

You can’t act while stunned.

Stunned usually includes a value, which indicates how many total actions you lose, possibly over multiple turns, from being stunned.

Each time you regain actions (such as at the start of your turn), reduce the number you regain by your stunned value, then reduce your stunned value by the number of actions you lost. For example, if you were stunned 4, you would lose all 3 of your actions on your turn, reducing you to stunned 1; on your next turn, you would lose 1 more action, and then be able to use your remaining 2 actions normally.

Stunned might also have a duration instead of a value, such as “stunned for 1 minute.” In this case, you lose all your actions for the listed duration.

Stunned overrides Slowed. If the duration of your stunned condition ends while you are slowed, you count the actions lost to the stunned condition toward those lost to being slowed. So, if you were stunned 1 and slowed 2 at the beginning of your turn, you would lose 1 action from stunned, and then lose only 1 additional action by being slowed, so you would still have 1 action remaining to use that turn.

Stupefied

20th July 2020 at 10:58pm
Condition

Your thoughts and instincts are clouded.

Stupefied always includes a value. You take a status penalty equal to this value on Intelligence-, Wisdom-, and Charisma-based checks and DCs, including Will saving throws, spell attack rolls, spell DCs, and skill checks that use these ability scores.

Any time you attempt to Cast a Spell while stupefied, the spell is disrupted unless you succeed at a flat check with a DC equal to 5 + your stupefied value.

Style Guide

19th July 2020 at 7:41pm

Text

Text taken directly from rulebooks should be in plain font.

Text taken from official errata should be underlined.

Text added by authors should be italicised.

Each key point should be made in a separate isolated paragraph. Follow-up discussion can be included in a paragraph with the point it refers to.

Official material may be re-ordered in order to clarify it.

Titles

Tiddler titles should correspond to the name of the item in official material.

Tiddler titles should use the same capitalization as in official material, unless official material shows the title only in capitals. In that case, tiddler titles should be in title case, with the first letter of each word capitalised with the exception of standard prepositions like "of", "to", etc.

Tiddler titles should not be plural.

Tiddler titles should not begin with "The".

Links

Any referenced topic in text should be linked to the appropriate tiddler unless it is a negative example (ie, Fortitude should not be linked if it is mention in the context of not being allowed a Fortitude save)

Text that needs to be capitalised in order to become a tiddler link may be so capitalised. There is no need to create a renamed link just in order to keep capitalisation.

Key rules should usually be reciprocally linked and explained in annotations.

Tags

Action should be used for actions, that a player can invoke on their turn. These should usually have at least an a-actions field and include the ActionSummary template.

Spell should be used for spells. These should also be tagged for school, components, game tags, and Manipulate or Concentrate as appropriate for their components. These should have at least a m-level field and probably more. (M was supposed to stand for "magic". Sorry.) They should include the SpellSummaryTable template.

Fields

Notes:

  • a-crit, etc, fields are for successes on action rolls. s-crit, etc, are for saves. If in doubt, use a- if a crit is better for the user of the effect, and s- if it is worse for the user and better for the target.
  • If using a-crit, etc, add the ActionSuccessTable transclude to lay out the results. If using s-crit, etc, add SaveSuccessTable.
TW fieldMeaning
a-actionsNumber of actions taken by an action/activity.
a-critEffect on a critical success on an action roll (not a save).
a-hitEffect on a success on an action roll.
a-failEffect on a failure on an action roll.
a-fumbleEffect on a critical failure on an action roll.
a-defenseValue that provides a save or target DC for an action roll.
a-handsNumber of free hands required for an action.
a-skillSkill(s) used for an action.
a-subactionsSubsidiary actions for an action.
a-timeTime (if extended) needed for an action (eg, 10 minutes, not 3 actions - use a-actions for that).
a-toolObject needed to perform an action.
feat-classClass a feat is associated with, if any.
feat-levelLevel of a feat.
feat-skillSkill associated with a feat.
feat-spreLetter for skill prerequisite level to take feat.
m-areaArea of spell.
m-componentsSpell components.
m-durationDuration of spell.
m-levelLevel of spell.
m-rangeRange of spell.
m-saveSaving throw used for spell, as source of DC.
m-targetsTarget specification for a spell.
m-timeTime (if extended) needed for casting a spell.
s-critEffect on a critical success on a save
s-hitEffect on a success on a save
s-failEffect on a failure on a save
s-fumbleEffect on a critical failure on a save
skill-statAssociated statistic for a skill
splat-classAssociated class for a splat
turn-etcEffect at the End of the Target's Current turn, or their turn immediately after being hit with the effect.
turn-etnEffect at the End of the Target's Next turn
turn-eucEffect at the End of the User's Current turn
turn-eunEffect at the End of the User's Next turn
turn-stnEffect at the Start of the Target's Next turn
turn-sunEffect at the Start of the User's Next turn

Subordinate Actions

19th July 2020 at 7:58pm
Rule

An action might allow you to use a simpler action—usually one of the Basic Actions—in a different circumstance or with different effects.

This subordinate action still has its normal traits and effects, but is modified in any ways listed in the larger action. For example, an activity that tells you to Stride up to half your Speed alters the normal distance you can move in a Stride. The Stride would still have the move trait, would still trigger reactions that occur based on movement, and so on.

The subordinate action doesn’t gain any of the traits of the larger action unless specified.

The action that allows you to use a subordinate action doesn’t require you to spend more actions or reactions to do so; that cost is already factored in.

Using an activity is not the same as using any of its subordinate actions. For example, the quickened condition you get from the haste spell lets you spend an extra action each turn to Stride or Strike, but you couldn’t use the extra action for an activity that includes a Stride or Strike. As another example, if you used an action that specified, “If the next action you use is a Strike,” an activity that includes a Strike wouldn’t count, because the next thing you are doing is starting an activity, not using the Strike basic action.

Subsist

25th July 2020 at 3:52pm
Action Downtime Untrained

You try to provide food and shelter for yourself, and possibly others as well.

This typically uses Society if you're in a settlement or Survival if you're in the wild.

The GM determines the DC based on the nature of the place where you’re trying to Subsist. You might need a minimum proficiency rank to Subsist in particularly strange environments.

Unlike most downtime activities, you can Subsist after 8 hours or less of exploration, but if you do, you take a –5 penalty.

Critical SuccessYou either provide a subsistence living for yourself and one additional creature, or you improve your own food and shelter, granting yourself a comfortable living.
SuccessYou find enough food and shelter with basic protection from the elements to provide you a subsistence living.
FailureYou’re exposed to the elements and don’t get enough food, becoming Fatigued until you attain sufficient food and shelter.
Critical FailureYou attract trouble, eat something you shouldn’t, or otherwise worsen your situation. You take a –2 circumstance penalty to checks to Subsist for 1 week. You don’t find any food at all; if you don’t have any stored up, you’re in danger of starving or dying of Thirst if you continue failing.

The Forager feat can reduce your chances of failing to subsist and allow you to provide a living for more creatures.

The Planar Survival feat can allow you to use this to survive on a hostile plane.

Actions
Free Hands
SkillSurvival Society 
Defense
Tool
Sub-actions
ForagerSubsistFails or fumbles become hits and increase creatures supported.
Planar SurvivalSubsistYou can Subsist on different planes.
SurvivalSubsist
Terrain ExpertiseSurvival+1 circumstance in terrain you know.
WisdomSurvivalKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.
SocietySubsist
IntelligenceSocietyKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.

Subtle Theft

26th July 2020 at 1:34am
Feat General Skill

Prerequisites Trained in Thievery.

When you successfully Steal something, observers (creatures other than the creature you stole from) take a –2 circumstance penalty to their Perception DCs to detect your theft.

Additionally, if you first Create a Diversion using Deception, taking a single Palm an Object or Steal action doesn’t end your Undetected condition.

Feat Type Skill
Level1
SkillThievery
RequirementT

Sudden Charge

23rd July 2020 at 10:33pm
Action Barbarian Class Feat Flourish Open

With a quick sprint, you dash up to your foe and swing.

Stride twice.

If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy.

You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.

Actions 2
Free Hands
Skill
Defense
Tool
Sub-actionsStride Strike
Feat Type Class
Level1
ClassBarbarian
FlourishYou can only use 1 Flourish per turn.
OpenCan't use this after an Attack or Open in the same turn.

Sudden Leap

25th July 2020 at 6:07pm
Attack Barbarian Class Feat Move

You swing at a foe while mid-leap.

Make a Leap, High Jump, or Long Jump and attempt one melee Strike at any point during your jump.

Immediately after the Strike, you fall to the ground if you’re in the air, even if you haven’t reached the maximum distance of your jump.

If the distance you fall is no more than the height of your jump, you take no damage and land upright.

When attempting a High Jump or Long Jump during a Sudden Leap, determine the DC using the Long Jump DCs, and increase your maximum distance to double your Speed.

Feat Type Class
Level8
ClassBarbarian
AttackThis is affected by Multiple Attack Penalty.
LeapSudden Leap
JumpLeapCan modify leap to a fix length of 30 feet.
Powerful LeapLeapIncrease horizontal by 5 feet, and can jump 5 feet up.
Raging AthleteLeapLeap distance increases by 5 feet.
Wall JumpLeapCan chain jump actions that end adjacent walls.
High JumpSudden Leap
Cloud JumpHigh JumpUse long jump calculation for jumping high.
Quick JumpHigh JumpUse jump without striding as 1 action.
Raging AthleteHigh JumpLowers DC by 10 when raging.
Wall JumpHigh JumpCan chain jump actions that end adjacent walls.
AthleticsHigh Jump
StrengthAthleticsKey ability for this skill.
EnfeebledStrengthReduces Strength by the condition value.
SickenedStrengthReduces Strength by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
Long JumpSudden Leap
Cloud JumpLong JumpTriples long jump distance up to speed action limit.
Quick JumpLong JumpUse jump without striding as 1 action.
Raging AthleteLong JumpLowers DC by 10 when raging.
Wall JumpLong JumpCan chain jump actions that end adjacent walls.
AthleticsLong Jump
StrengthAthleticsKey ability for this skill.
EnfeebledStrengthReduces Strength by the condition value.
SickenedStrengthReduces Strength by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
LeapLong Jump
JumpLeapCan modify leap to a fix length of 30 feet.
Powerful LeapLeapIncrease horizontal by 5 feet, and can jump 5 feet up.
Raging AthleteLeapLeap distance increases by 5 feet.
Wall JumpLeapCan chain jump actions that end adjacent walls.
StrikeSudden Leap

Suffocating

22nd July 2020 at 10:01pm

You can’t recover from being Unconscious and must attempt a DC 20 Fortitude save at the end of each of your turns.

On a failure, you take 1d10 damage, and on a critical failure, you die.

On each check after the first, the DC increases by 5 and the damage by 1d10; these increases are cumulative.

Once your access to air is restored, you stop suffocating and are no longer Unconscious (unless you're at 0 Hit Points).

Summoned

27th June 2020 at 11:30pm
Trait

A creature called by a conjuration spell or effect gains the summoned trait.

A summoned creature can’t summon other creatures, create things of value, or cast spells that require a cost.

It has the Minion trait.

If it tries to cast a spell of equal or higher level than the spell that summoned it, the spell fails and the summon spell ends.

Otherwise, it uses the standard abilities for a creature of its kind.

It generally attacks your enemies to the best of its abilities.

If you can communicate with it, you can attempt to command it, but the GM determines the degree to which it follows your commands.

Immediately when you finish Casting the Spell, the summoned creature uses its 2 actions for that turn.

Summoned creatures can be banished by various spells and effects. They are automatically banished if reduced to 0 Hit Points or if the spell that called them ends.

Supertaster

30th July 2020 at 2:04am
Feat General

You have refined your palate and have a discerning sense of taste that can detect abnormalities in the flavor and texture of food and beverages.

When eating food or drinking a beverage, you automatically attempt to identify the ingredients, which might alert you to the presence of alterations or additives, such as poisons.

The GM rolls a secret Perception check using the poison’s level to determine the DC; on a success, you learn that the food or drink was poisoned, but not the specific poison used.

If you lick or taste something while Investigating or attempting to Recall Knowledge to identify something, if the taste would provide relevant additional information (at the GM’s discretion), you gain a +2 circumstance bonus to your check.

Feat Type General
Level7

Survey Wildlife

25th July 2020 at 3:29pm
Feat General Skill

Prerequisites Trained in Survival.

You can study details in the wilderness to determine the presence of nearby creatures. You can spend 10 minutes assessing the area around you to find out what creatures are nearby, based on nests, scat, and marks on vegetation.

Attempt a Survival check against a DC determined by the GM based on how obvious the signs are. On a success, you can attempt a Recall Knowledge check with a –2 penalty to learn more about the creatures just from these signs.

If you’re a master in Survival, you don’t take the penalty.

Feat Type Skill
Level1
SkillSurvival
RequirementT
SurvivalSurvey Wildlife
Terrain ExpertiseSurvival+1 circumstance in terrain you know.
WisdomSurvivalKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.

Survival

12th July 2020 at 5:27pm
Skill

Key Ability Wisdom.

You are adept at living in the wilderness, foraging for food and building shelter, and with training you discover the secrets of tracking and hiding your trail.

Actions for this skill:

Feats for this skill:

Terrain ExpertiseSurvival+1 circumstance in terrain you know.
WisdomSurvivalKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.

Sustain a Spell

19th July 2020 at 6:10pm
Action Concentrate

Requirements You have at least one spell active with a sustained duration, and you are not Fatigued.

Choose one spell with a sustained duration you have in effect. The duration of that spell continues until the end of your next turn.

Some spells might have slightly different or expanded effects if you sustain them.

Sustaining a Spell for more than 10 minutes (100 rounds) ends the spell and makes you Fatigued unless the spell lists a different maximum duration (such as “sustained up to 1 minute” or “sustained up to 1 hour”).

If your Sustain a Spell action is disrupted, the spell immediately ends.

Actions 1
Free Hands
Skill
Defense
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Divine AuraSustain a SpellAura expands when sustained.
Mage HandSustain a SpellCan move the object 20 feet when sustained.
Mind ProbeSustain a SpellAsk another question when sustained.
MisleadSustain a SpellControl your duplicate when Sustained.
Modify MemorySustain a SpellOnce active, modify a memory each time.
PrestigitationSustain a SpellChoose a simple effect when sustained.
Prying EyeSustain a SpellMove eye when sustained.

Swallow Whole

27th June 2020 at 7:26pm
Action Attack

The monster attempts to swallow a creature of the listed size or smaller that it has grabbed in its jaws or mouth.

If a swallowed creature is of the maximum size listed, the monster can’t use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum.

The monster attempts an Athletics check opposed by the grabbed creature’s Reflex DC. If it succeeds, it swallows the creature. The monster’s mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can’t attack creatures it has swallowed.

A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start Suffocating.

The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it’s swallowed.

If the victim Escapes this ability’s grabbed condition, it exits through the monster’s mouth. This frees any other creature grabbed in the monster’s mouth or jaws.

A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is Flat-Footed against the attack.

If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free.

A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster’s space.

If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.

Actions 1
Free Hands
Skill
Defense
Tool
Sub-actions
AttackThis is affected by Multiple Attack Penalty.

Swarm Mind

27th June 2020 at 9:12pm
Ability

This monster doesn’t have a single mind (typically because it’s a swarm of smaller creatures).

It is immune to Mental effects that target only a specific number of creatures.

It is still subject to mental effects that affect all creatures in an area.

Sweep

7th July 2020 at 12:46am
Weapon Trait

This weapon makes wide sweeping or spinning attacks, making it easier to attack multiple enemies.

When you attack with this weapon, you gain a +1 circumstance bonus to your attack roll if you already attempted to attack a different target this turn using this weapon.

Swift Sneak

26th July 2020 at 1:34am
Feat General Skill

Prerequisites Master in Stealth.

You can move your full Speed when you Sneak.

You can use Swift Sneak while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.

When you take the Avoid Notice exploration activity, you can move at full Speed rather than half.

Feat Type Skill
Level7
SkillStealth
RequirementM

Swim

25th July 2020 at 3:52pm
Action Move Untrained

You propel yourself through water.

In most calm water, you succeed at the action without needing to attempt a check.

If you must breathe air and you’re submerged in water, you must hold your breath each round. If you fail to hold your breath, you begin to drown.

If the water you are swimming in is turbulent or otherwise dangerous, you might have to attempt an Athletics check to Swim.

If you end your turn in water and haven’t succeeded at a Swim action that turn, you sink 10 feet or get moved by the current, as determined by the GM. However, if your last action on your turn was to enter the water, you don’t sink or move with the current that turn.

Critical SuccessYou move through the water 10 feet, plus 5 feet per 20 feet of your land Speed (a total of 15 feet for most PCs).
SuccessYou move through the water 5 feet, plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs).
Failure
Critical FailureYou make no progress, and if you’re holding your breath, you lose 1 round of air.

Quick Swim can increase the distance you move on a success, or avoid any possibility of failure.

You can combine Swim with Tumble Through.

Actions 1
Free Hands
SkillAthletics 
Defense
Tool
Sub-actions
Quick SwimSwimSwim +5/+10 feet further, or get swim speed if Legend.
AthleticsSwim
StrengthAthleticsKey ability for this skill.
EnfeebledStrengthReduces Strength by the condition value.
SickenedStrengthReduces Strength by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.

Swipe

23rd July 2020 at 10:56pm
Action Barbarian Class Feat Flourish

You make a wide, arcing swing.

Make a single melee Strike and compare the attack roll result to the ACs of up to two foes, each of whom must be within your melee reach and adjacent to the other.

Roll damage only once and apply it to each creature you hit.

A Swipe counts as two attacks for your Multiple Attack Penalty.

If you’re using a weapon with the Sweep trait, its modifier applies to all your Swipe attacks.

Actions 2
Free Hands
Skill
Defense
Tool
Sub-actionsStrike
Feat Type Class
Level4
ClassBarbarian
FlourishYou can only use 1 Flourish per turn.

Take Cover

20th July 2020 at 10:52pm
Action

Requirements: You are benefiting from cover, are near a feature that allows you to take cover, or are Prone.

You press yourself against a wall or duck behind an obstacle to take better advantage of Cover.

If you would have standard cover, you instead gain greater cover, which provides a +4 circumstance bonus to AC; to Reflex saves against area effects; and to Stealth checks to Hide, Sneak, or otherwise avoid detection.

Otherwise, you gain the benefits of standard cover (a +2 circumstance bonus instead).

This lasts until you move from your current space, use an attack action, become Unconscious, or end this effect as a Free action.

Actions 1
Free Hands
Skill
Defense
Tool
Sub-actions

Telepathy

27th June 2020 at 9:13pm
Ability Aura Divination Magical

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language.

This doesn’t give any special access to their thoughts, and communicates no more information than normal speech would.

Terrain Expertise

26th July 2020 at 1:35am
Feat General Skill

Prerequisites Trained in Survival.

Your experience in navigating a certain type of terrain makes you supremely confident while doing so.

You gain a +1 circumstance bonus to Survival checks in one of the following types of terrain, chosen when you select this feat: aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground.

You can select this feat more than once, choosing a different type of terrain each time.

Feat Type Skill
Level1
SkillSurvival
RequirementT

Terrain Stalker

26th July 2020 at 1:36am
Feat General Skill

Prerequisites Trained in Stealth.

Select one type of difficult terrain from the following list: rubble, snow, or underbrush.

While Undetected by all non-allies in that type of terrain, you can Sneak without attempting a Stealth check as long as you move no more than 5 feet and do not move within 10 feet of an enemy at any point during your movement.

This also allows you to automatically approach creatures to within 15 feet while Avoiding Notice during exploration as long as they aren’t actively Searching or on guard.

You can select this feat multiple times. Each time, choose a different type of terrain.

Feat Type Skill
Level1
SkillStealth
RequirementT

Terrified Retreat

26th July 2020 at 1:36am
Feat General Skill

Prerequisites Master in Intimidation.

When you critically succeed at the Demoralize action, if the target’s level is lower than yours, the target is Fleeing for 1 round.

Feat Type Skill
Level7
SkillIntimidation
RequirementM

Thievery

7th July 2020 at 12:18am
Skill

Key Ability Dexterity.

You are trained in a particular set of skills favored by thieves and miscreants.

Actions for this skill:

Feats for this skill:

DexterityThieveryKey ability for this skill.
ClumsyDexterityGives status penalty to Dexterity equal to condition value.
FrightenedDexterityReduces all checks and DCs.
SickenedDexterityReduces Dexterity by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.

Thirst

18th July 2020 at 10:55pm
Rule

Typically characters eat and drink enough to survive comfortably.

When they can’t, they’re Fatigued until they do.

After 1 day + a creature’s Constitution modifier without water, it takes 1d4 damage each hour that can’t be healed until it quenches its thirst.

Thrash

25th July 2020 at 6:02pm
Action Barbarian Class Feat Rage

Requirements You have a foe Grabbed.

You thrash the grabbed foe around.

It takes bludgeoning damage equal to your Strength modifier plus your ferocious specialization damage plus your Rage damage.

The foe must attempt a basic Fortitude save against your class DC.

Actions 1
Free Hands
Skill
DefenseFortitude
Tool
Sub-actions
Feat Type Class
Level8
ClassBarbarian
RageYou have to be raging to use this.

ThreeAction

22nd July 2020 at 10:39pm

Throw Rock

27th June 2020 at 9:14pm
Action

The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike.

Throw Rock is a monster ability. Player characters who choose to throw rocks use the regular rules for thrown weapons.

Actions 1
Free Hands
Skill
Defense
Tool
Sub-actions

Thrown

7th July 2020 at 12:47am
Weapon Trait

You can throw this weapon as a ranged attack.

A thrown weapon adds your Strength modifier to damage just like a melee weapon does.

When this trait appears on a melee weapon, it also includes the range increment.

Ranged weapons with this trait use the range increment specified in the weapon’s Range entry.

Titan Wrestler

26th July 2020 at 1:37am
Feat General Skill

Prerequisites Trained in Athletics.

You can attempt to Disarm, Grapple, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics.

Feat Type Skill
Level1
SkillAthletics
RequirementT

Toggle Animal Vision

10th July 2020 at 8:49pm
Action Concentrate Implied

From Animal Vision:

While tapping into the target's senses, you can't use your own body's senses, but you can change back and forth from your body's senses to the target's senses using a single action, which has the Concentrate trait.

Actions 1
Free Hands
Skill
Defense
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.

Torch

20th July 2020 at 9:27pm

A torch sheds bright light in a 20-foot radius (and Dim Light to the next 20 feet). It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage.

TorchLight

20th July 2020 at 9:27pm

A torch sheds bright light in a 20-foot radius (and Dim Light to the next 20 feet).

Touch

29th July 2020 at 10:41pm
Rule

A spell with a range of touch requires you to physically touch the target.

You use your unarmed reach to determine whether you can touch the creature.

You can usually touch the target automatically, though the spell might specify that the target can attempt a saving throw or that you must attempt a spell attack roll.

If an ability increases the range of a touch spell, start at 0 feet and increase from there.

Toughness

2nd July 2020 at 8:40pm
Feat General

You can withstand more punishment than most before succumbing.

Increase your maximum Hit Points by your level.

This is recalculated whenever your level increases; ie, you gain 1 extra hit point per level.

The DC of your Recovery Checks is equal to 9 plus your Dying value.

Feat Type General
Level1

Track

25th July 2020 at 3:52pm
Action Concentrate Exploration Move Trained

You follow tracks, moving at up to half your travel Speed.

After a successful check to Track, you can continue following the tracks at half your Speed without attempting additional checks for up to 1 hour.

In some cases, you might Track in an encounter. In this case, Track is a single action and doesn’t have the exploration trait, but you might need to roll more often because you’re in a tense situation.

The GM determines how often you must attempt this check. You attempt your Survival check when you start Tracking, once every hour you continue tracking, and any time something significant changes in the trail.

The GM determines the DCs for such checks, depending on the freshness of the trail, the weather, and the type of ground. If whatever you are tracking used Cover Tracks, their Survival DC is used instead if it is higher.

Critical Success
SuccessYou find the trail or continue to follow the one you’re already following.
FailureYou lose the trail but can try again after a 1-hour delay.
Critical FailureYou lose the trail and can’t try again for 24 hours.
Actions 1
Free Hands
SkillSurvival 
Defense
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).
TrainedYou must be trained in the relevant skill to use this. Having Untrained Improvisation is not sufficient.
Experienced TrackerTrackCan track at full speed, with penalty if not Master.
Pass Without TraceTrackIncreases the DC to track the user.
SurvivalTrack
Terrain ExpertiseSurvival+1 circumstance in terrain you know.
WisdomSurvivalKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.

Train Animal

25th July 2020 at 5:58pm
Action Downtime Feat General Manipulate Skill

You spend time teaching an animal to do a certain action.

You can either select a basic action the animal already knows how to do (typically those listed in the Command an Animal action) or attempt to teach the animal a new basic action.

The GM determines the DC of any check required and the amount of time the training takes (usually at least a week).

It’s usually impossible to teach an animal a trick that uses critical thinking.

If you’re expert, master, or legendary in Nature, you might be able to train more unusual creatures, at the GM’s discretion.

Critical Success
SuccessThe animal learns the action. If it was an action the animal already knew, you can Command the Animal to take that action without attempting a Nature check. If it was a new basic action, add that action to the actions the animal can take when Commanded, but you must still roll.
FailureThe animal doesn’t learn the trick.
Critical Failure
Actions
Free Hands
SkillNature 
Defense
Tool
Sub-actions
Feat Type Skill
Level1
Skill
Requirement
ManipulateThis may provoke Attack of Opportunity and other reactions.
NatureTrain Animal
Unified TheoryNatureCan use Arcana instead for magic related checks.
WisdomNatureKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.

TraitSummaryViewTemplate

30th July 2020 at 1:56am
$:/tags/ViewTemplate

TraitWarnings

27th June 2020 at 11:42pm
yes

[tag[Recipe]]

Trample

4th July 2020 at 7:07pm
Action

The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, trampling each creature whose space it enters.

The monster can attempt to Trample the same creature only once in a single use of Trample.

The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC.

Actions 3
Free Hands
Skill
DefenseReflex
Tool
Sub-actions

Transmutation

25th July 2020 at 12:00am
School

Transmutation spells make alterations to or transform the physical form of a creature or object.

The Morph and Polymorph traits appear primarily in transmutation spells.

Treat Disease

25th July 2020 at 3:32pm
Action Downtime Manipulate Trained

Requirements You have Healer’s Tools.

You spend at least 8 hours caring for a diseased creature.

Attempt a Medicine check against the disease’s DC.

After you attempt to Treat a Disease for a creature, you can’t try again until after that creature’s next save against the disease.

If you have Ward Medic, you can treat several targets at the same time.

Critical SuccessYou grant the creature a +4 circumstance bonus to its next saving throw against the disease.
SuccessYou grant the creature a +2 circumstance bonus to its next saving throw against the disease.
Failure
Critical FailureYour efforts cause the creature to take a –2 circumstance penalty to its next save against the disease.
Actions
Free Hands
SkillMedicine 
Defense
ToolHealer's Tools
Sub-actions
ManipulateThis may provoke Attack of Opportunity and other reactions.
TrainedYou must be trained in the relevant skill to use this. Having Untrained Improvisation is not sufficient.
InoculationTreat DiseaseRecovered patient gets a bonus vs being re-infected.
Robust RecoveryTreat DiseaseIncreases bonus on success to +4 and promotes save.
Ward MedicTreat DiseaseAllows treating 2/4/8 targets.
MedicineTreat Disease
WisdomMedicineKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.

Treat Poison

25th July 2020 at 3:53pm
Action Manipulate Trained

Requirements You have Healer's Tools.

You treat a patient to prevent the spread of poison.

Attempt a Medicine check against the poison’s DC.

After you attempt to Treat a Poison for a creature, you can’t try again until after the next time that creature attempts a save against the poison.

Actions 1
Free Hands
SkillMedicine 
Defense
ToolHealer's Tools
Sub-actions
ManipulateThis may provoke Attack of Opportunity and other reactions.
TrainedYou must be trained in the relevant skill to use this. Having Untrained Improvisation is not sufficient.
Robust RecoveryTreat PoisonIncreases bonus on success to +4 and promotes save.
MedicineTreat Poison
WisdomMedicineKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.

Treat Wounds

25th July 2020 at 3:53pm
Action Exploration Healing Manipulate

You spend 10 minutes treating one injured living creature (targeting yourself, if you so choose).

The target is then temporarily immune to Treat Wounds actions for 1 hour, but this interval overlaps with the time you spent treating (so a patient can be treated once per hour, not once per 70 minutes). Continual Recovery reduces this to only 10 minutes.

The Medicine check DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm, or treating magically cursed wounds.

If you’re an expert in Medicine, you can instead attempt a DC 20 check to increase the Hit Points regained by 10; if you’re a master of Medicine, you can instead attempt a DC 30 check to increase the Hit Points regained by 30; and if you’re legendary, you can instead attempt a DC 40 check to increase the Hit Points regained by 50. The damage dealt on a critical failure remains the same.

If you succeed at your check, you can continue treating the target to grant additional healing. If you treat them for a total of 1 hour, double the Hit Points they regain from Treat Wounds.

The result of your Medicine check determines how many Hit Points the target regains.

If you have Natural Medicine, you can use Nature instead of Medicine.

Battle Medicine can allow you to treat wounds in Encounter Mode.

If you have Ward Medic, you can treat several targets at the same time.

Actions
Free Hands
SkillMedicine 
Defense
ToolHealer's Tools
Sub-actions
ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).
ManipulateThis may provoke Attack of Opportunity and other reactions.
Battle MedicineTreat WoundsCan use this as a combat action 1/day.
Continual RecoveryTreat WoundsReduces immunity time to 10 minutes.
Natural MedicineTreat WoundsCan use Nature instead of Medicine.
Risky SurgeryTreat WoundsDamage the patient first to get +2 circumstance and promotion.
Ward MedicTreat WoundsAllows treating 2/4/8 targets.
MedicineTreat Wounds
WisdomMedicineKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.

Tremorsense

27th June 2020 at 9:15pm
Ability Sense

Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement.

It is an Imprecise sense with a limited range (listed in the ability).

Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.

Trick Magic Item

19th July 2020 at 6:04pm
Action Feat General Manipulate Skill

Prerequisites Trained in Arcana, Nature, Occultism, or Religion.

You examine a magic item you normally couldn’t use in an effort to fool it and activate it temporarily. For example, this might allow a fighter to cast a spell from a wand or allow a wizard to cast a spell that’s not on the arcane list using a scroll.

You must know what activating the item does, or you can’t attempt to trick it.

Attempt a check using the skill matching the item’s magic tradition, or matching a tradition that has the spell on its list, if you’re trying to cast a spell from the item. The relevant skills are Arcana for arcane, Nature for primal, Occultism for occult, Religion for divine, or any of the four for an item that has the magical trait and not a tradition trait.

The GM determines the DC based on the item’s level (possibly adjusted depending on the item or situation).

If you activate a magic item that requires a spell attack roll or spell DC and you don’t have the ability to cast spells of the relevant tradition, use your level as your proficiency bonus and the highest of your Intelligence, Wisdom, or Charisma modifiers. If you’re a master in the appropriate skill for the item’s tradition, you instead use the trained proficiency bonus, and if you’re legendary, you instead use the expert proficiency bonus.

Critical Success
SuccessFor the rest of the current turn, you can spend actions to activate the item as if you could normally use it.
FailureYou can’t use the item or try to trick it again this turn, but you can try again on subsequent turns.
Critical FailureYou can’t use the item, and you can’t try to trick it again until your next daily preparations.
Actions 1
Free Hands
Skill
Defense
Tool
Sub-actions
Feat Type Skill
Level1
SkillArcana Nature Occultism Religion
RequirementT
ManipulateThis may provoke Attack of Opportunity and other reactions.

Trigger

19th July 2020 at 7:33pm
Rule

If a spell is meant to respond only to certain events or under certain conditions—such as magic mouth—it might require you to set a trigger. This is a simple sensory cue that causes the spell to activate.

The spell activates as a Reaction when the spell’s sensor observes something that fits its trigger. Depending on the spell, the trigger might be the presence of a type of creature, such as “red-haired dwarven women,” or it could be an observed action, such as “whenever someone enters the spell’s area.”

Disguises and illusions fool the spell as long as they appear to match its parameters.

For a spell to detect something visually, the spell’s origin point must have line of sight.

Darkness doesn’t prevent this, but invisibility does, as does a successful Stealth check to Hide (against the spell’s DC).

For auditory detection, line of sight isn’t necessary, though the sound must be audible at the spell’s origin point. A Stealth check to Sneak can fool the sensor.

Trip

25th July 2020 at 3:53pm
Action Attack Untrained

Requirements You have at least one hand free. Your target can’t be more than one size larger than you unless you have Titan Wrestler, in which case it can be two or three sizes larger depending on your proficiency in Athletics.

You try to knock an opponent to the ground.

Attempt an Athletics check against the target’s Reflex DC.

Critical SuccessThe target falls and lands Prone and takes 1d6 bludgeoning damage.
SuccessThe target falls and lands Prone.
Failure
Critical FailureYou lose your balance and fall and land Prone.
Actions 1
Free Hands1
SkillAthletics 
DefenseReflex
Tool
Sub-actions
AttackThis is affected by Multiple Attack Penalty.
Brutal BullyTripAdds extra bludgeoning damage when raging.
Titan WrestlerTripCan use on creatures 2-3 sizes larger.
AthleticsTrip
StrengthAthleticsKey ability for this skill.
EnfeebledStrengthReduces Strength by the condition value.
SickenedStrengthReduces Strength by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.

Trip (Trait)

7th July 2020 at 12:48am
Weapon Trait

You can use this weapon to Trip with the Athletics skill even if you don’t have a free hand.

This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls as an item bonus to the Athletics check.

If you critically fail a check to Trip using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.

True Debilitating Bomb

23rd July 2020 at 9:40pm
Alchemist Class Feat

Prerequisites Greater Debilitating Bomb

Ever inventive, you have discovered increasingly devastating ways for your bombs to impede and hamper your foes.

When you use Debilitating Bomb, add the following to the list of effects you can choose from: Enfeebled 2, Stupefied 2, or a –15-foot status penalty to Speeds.

If you instead apply one of the effects listed in Debilitating Bomb, the target avoids the effect only if the result of its saving throw is a critical success.

Feat Type Class
Level14
ClassAlchemist

True Perception

30th July 2020 at 1:53am
Feat General Revelation

Your perceptive abilities and ability to process sensory information are so far beyond the pale that you notice minute discrepancies in all sorts of illusions and transmutations.

You are constantly under the effects of a 6th-level True Seeing spell, using your Perception modifier for the Counteract check.

Feat Type General
Level19

Tumble Through

25th July 2020 at 3:53pm
Action Move Untrained

You Stride up to your Speed.

During this movement, you can try to move through the space of one enemy. Attempt an Acrobatics check against the enemy’s Reflex DC as soon as you try to enter its space. You can Tumble Through using Climb, Fly, Swim, or another action instead of Stride in the appropriate environment.

Critical Success
SuccessYou move through the enemy’s space, treating the squares in its space as Difficult Terrain (every 5 feet costs 10 feet of movement). If you don’t have enough Speed to move all the way through its space, you get the same effect as a failure.
FailureYour movement ends, and you trigger reactions as if you had moved out of the square you started in.
Critical Failure
Actions 1
Free Hands
SkillAcrobatics 
DefenseReflex
Tool
Sub-actions
AcrobaticsTumble Through
DexterityAcrobaticsKey ability for this skill.
ClumsyDexterityGives status penalty to Dexterity equal to condition value.
FrightenedDexterityReduces all checks and DCs.
SickenedDexterityReduces Dexterity by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.

Turn

19th July 2020 at 6:16pm
Rule

Step 1: Start Your Turn

Many things happen automatically at the start of your turn— it’s a common point for tracking the passage of time for effects that last multiple rounds.

At the start of each of your turns, take these steps in any order you choose:

  • If you created an effect lasting for a certain number of rounds, reduce the number of rounds remaining by 1. The effect ends if the duration is reduced to 0. For example, if you cast a spell that lasts 3 rounds on yourself during your first turn of a fight, it would affect you during that turn, decrease to 2 rounds of duration at the start of your second turn, decrease to 1 round of duration at the start of your third turn, and expire at the start of your fourth turn.
  • You can use 1 free action or reaction with a trigger of “Your turn begins” or something similar.
  • If you’re Dying, roll a Recovery Check (page 459).
  • Do anything else that is specified to happen at the start of your turn.

The last step of starting your turn is always the same: Regain your 3 actions and 1 reaction.

If you haven’t spent your reaction from your last turn, you lose it—you can’t “save” actions or reactions from one turn to use during the next turn.

If a condition prevents you from being able to act, you don’t regain any actions or your reaction.

Some abilities or conditions (such as quickened and slowed) can change how many actions you regain and whether you regain your reaction.

If you lose actions and gain additional actions (such as if you’re both quickened and slowed), you choose which actions to lose.

If you're Petrified or Unconscious, you can't act.

If you're Quickened, you gain one extra action at the start of your turn. There may be restrictions on what this action can be used for.

If you're Stunned, for each action you would otherwise gain, reduce your Stunned value by 1 and do not gain that action. When your Stunned value reaches 0, gain actions as normal.

If you're Slowed, reduce the number of actions you gain by your slowed value. Do this after counting off actions lost to being stunned. In the turn when your Stunned value reaches 0, count any actions lost to being Stunned as also lost to being Slowed.

Step 2: Act

You can use actions in any order you wish during your turn, but you have to complete one action or activity before beginning another; for example, you can’t use a single action in the middle of performing a 2-action activity.

What actions you can use often depend on your class features, skills, feats, and items, but there are default actions anyone can use, described in Basic Actions.

Some effects might prevent you from acting. If you can’t act, you can’t use any actions, including reactions and free actions.

If you begin a 2-action or 3-action activity on your turn, you must be able to complete it on your turn. You can’t, for example, begin to High Jump using your final action on one turn and then complete it as your first action on your next turn.

Once you have spent all 3 of your actions, your turn ends (as described in Step 3) and the next creature’s turn begins.

You can, however, use only some of your actions and end your turn early. As soon as your turn ends, you lose all your remaining actions, but not your reaction or your ability to use free actions.

If you're Confused, then you use all of your actions to attack random targets.

If you're Fleeing, then you use all your actions to run away from what you're fleeing from.

If you're Controlled, then you controller chooses how you act.

If you're Paralyzed, you can't take any actions other than mental ones.

Step 3: End Your Turn

Once you’ve done all the things you want to do with the actions you have available, you reach the end of your turn.

Take the following steps in any order you choose. Play then proceeds to the next creature in the initiative order.

  • End any effects that last until the end of your turn. For example, spells with a sustained duration end at the end of your turn unless you used the Sustain a Spell action during your turn to extend them. Some effects caused by enemies might also last through a certain number of your turns, and you decrease the remaining duration by 1 during this step, ending the effect if its duration is reduced to 0.
  • If you have a Persistent Damage condition, you take the damage at this point. After you take the damage, you can attempt the flat check to end the persistent damage. (This is usually a DC 15 flat check.) You then attempt any saving throws for ongoing Afflictions. Many other conditions change at the end of your turn, such as the Frightened condition decreasing in severity. These take place after you’ve taken any persistent damage, attempted flat checks to end the persistent damage, and attempted saves against any afflictions.
  • You can use 1 Free action or Reaction with a trigger of “Your turn ends” or something similar.
  • Resolve anything else specified to happen at the end of your turn.

The following things have effects at the start of the user's next turn after they are used:

ParryCircumstance bonus to AC wears off.
Quick AlchemyCreated items lose their potency.
Raise a ShieldCircumstance bonus to AC wears off.
RegenerationRegain hit points from regeneration.
ShieldShield spell expires.

The following things have effects at the start of the target's next turn after they are used:

BlindnessWears off if the target's save was a success.
Cloak of ColorsBlinding or Stunning from the hit effect ends.
CloudkillCreatures in the cloud take poison damage.
Nature's EnmityTarget in area must check for swarming insects.
Possession (Spell)May need to make a Will save to resist possession.

The following things have effects at the end of the user's current turn:

BackswingCircumstance bonuses wear off.
BlinkUser vanishes and reappears 10' away in a random direction.
Create a DiversionDistraction wears off without Lengthy Diversion.
FeintTarget's flat-footed status ends on a regular success.
Moment of ClarityAbility to use non-rage Concentrate action ends.
Trick Magic ItemAn item is no longer tricked, or can be tricked again.

The following things have effects at the end of the user's next turn:

Color SprayShort-term conditions end.
Crisis of FaithTarget's stupefaction and blocked casting wear off.
Debilitating BombEffects of Debilitating Bomb on target wear off.
Enduring AlchemyCreated items lose their potency.
FeintTarget's flat-footed status ends on a critical success.
GrappleA target stops being grabbed or restrained if the grab was not maintained.
GuidanceEffect wears off.
Gust of WindEffect ends.
Ray of FrostCritically hit target's speed reduction wears off.
Sustain a SpellSustained spells end if not re-sustained.

The following things have effects at the end of their target's current turn:

Blade BarrierThe wall inflicts damage on a creature within it.
Cloak of ColorsImmunity to the hit effect ends.
ConfusionMay be able to attempt a new save to end confusion.
FrightenedBy default, the Frightened condition decreases by 1.
Hypnotic PatternMust Will save if inside the pattern.
Punishing WindsDescend 20 feet if flying in cyclone.
Scintillating PatternMust make a Will save if inside pattern.

The following things have effects at the end of their target's next turn:

CommandEffect wears off.
Command an AnimalThe animal stops following commands.
Flesh to StoneA target turning into stone must save to see if they continue.
MessageOpportunity to respond to the message ends.
ParalyzeTarget that fumbled can save to shorten paralysis.

Twin

7th July 2020 at 12:48am
Weapon Trait

These weapons are used as a pair, complementing each other.

When you attack with a twin weapon, you add a circumstance bonus to the damage roll equal to the weapon’s number of damage dice if you have previously attacked with a different weapon of the same type this turn.

The weapons must be of the same type to benefit from this trait, but they don’t need to have the same Runes.

Two-Hand

7th July 2020 at 12:49am
Weapon Trait

This weapon can be wielded with two hands.

Doing so changes its weapon damage die to the indicated value.

This change applies to all the weapon’s damage dice, such as those from Striking runes.

TwoAction

22nd July 2020 at 10:38pm

Unarmed

7th July 2020 at 12:50am
Weapon Trait

An unarmed attack uses your body rather than a manufactured weapon.

An unarmed attack isn’t a weapon, though it’s categorized with weapons for weapon groups, and it might have weapon traits.

Since it’s part of your body, an unarmed attack can’t be Disarmed.

It also doesn’t take up a hand, though a fist or other grasping appendage follows the same rules as a Free-Hand weapon. (You can’t attack with a free-hand weapon if you’re wielding anything in that hand or otherwise using that hand.)

Uncanny Bombs

23rd July 2020 at 9:33pm
Alchemist Class Feat

Prerequisite Far Lobber.

You lob bombs unerringly, despite obstructions or distance.

When you throw an alchemical item with the Bomb trait, its Range Increment increases to 60 feet, you reduce any circumstance bonus to the target’s AC from cover by 1, and you automatically succeed at the flat check when targeting a Concealed creature.

Feat Type Class
Level12
ClassAlchemist

Unconscious

26th June 2020 at 10:03pm
Condition

You’re sleeping, or you’ve been knocked out.

You can’t act.

You take a –4 status penalty to AC, Perception, and Reflex saves, and you have the Blinded and Flat-Footed conditions.

When you gain this condition, you fall Prone and drop items you are wielding or holding unless the effect states otherwise or the GM determines you’re in a position in which you wouldn’t.

If you’re unconscious because you’re Dying, you can’t wake up while you have 0 Hit Points. If you are restored to 1 Hit Point or more via healing, you lose the dying and unconscious conditions and can act normally on your next turn.

If you are unconscious and at 0 Hit Points, but not dying, you naturally return to 1 Hit Point and awaken after sufficient time passes. The GM determines how long you remain unconscious, from a minimum of 10 minutes to several hours. If you receive healing during this time,you lose the unconscious condition and can act normally on your next turn.

If you’re unconscious and have more than 1 Hit Point (typically because you are asleep or unconscious due to an effect), you wake up in one of the following ways. Each causes you to lose the unconscious condition.

  • You take damage, provided the damage doesn’t reduce you to 0 Hit Points. If the damage reduces you to 0 Hit Points, you remain unconscious and gain the dying condition as normal.
  • You receive healing, other than the natural healing you get from resting.
  • Someone shakes you awake with an Interact action.
  • There’s loud noise going on around you—though this isn’t automatic. At the start of your turn, you automatically attempt a Perception check against the noise’s DC (or the lowest DC if there is more than one noise), waking up if you succeed. If creatures are attempting to stay quiet around you, this Perception check uses their Stealth DCs. Some magical effects make you sleep so deeply that they don’t allow you to attempt this Perception check.
  • If you are simply asleep, the GM decides you wake up either because you have had a restful night’s sleep or something disrupted that rest.

You lose all Cover when you are knocked Unconscious.

SuffocatingUnconsciousYou can't recover from being unconscious due to suffocation without air.

Underwater Marauder

26th July 2020 at 1:38am
Feat General Skill

Prerequisites Trained in Athletics.

You’ve learned to fight underwater.

You are not Flat-Footed while in water.

You don’t take the usual penalties for using a Bludgeoning or Slashing melee weapon in water.

Feat Type Skill
Level1
SkillAthletics
RequirementT

Undetected

27th June 2020 at 9:24pm
Condition

If a creature is Undetected, you don’t know what space it occupies, you’re Flat-Footed to it, and you can’t easily target it.

Using the Seek basic action can help you find an undetected creature, usually making it Hidden from you instead of undetected.

If a creature is undetected, that doesn’t necessarily mean you’re unaware of its presence—you might suspect an undetected creature is in the room with you, even though you’re unable to find its space. The Unnoticed condition covers creatures you’re entirely unaware of.

Targeting an undetected creature is difficult. If you suspect there’s a creature around, you can pick a square and attempt an attack. This works like targeting a hidden creature, but the flat check (against DC 11) and attack roll are both rolled in secret by the GM. The GM won’t tell you why you missed—whether it was due to failing the flat check, rolling an insufficient attack roll, or choosing the wrong square.

The GM might allow you to try targeting an undetected creature with some spells or other abilities in a similar fashion. Undetected creatures are subject to area effects normally.

For instance, suppose an enemy elf wizard cast Invisibility and then Sneaked away. You suspect that with the elf’s Speed of 30 feet, they probably moved 15 feet toward an open door. You move up and attack a space 15 feet from where the elf started and directly on the path to the door. The GM secretly rolls an attack roll and flat check, but they know that you were not quite correct— the elf was actually in the adjacent space! The GM tells you that you missed, so you decide to make your next attack on the adjacent space, just in case. This time, it’s the right space, and the GM’s secret attack roll and flat check both succeed, so you hit!

You are Undetected to everyone when Invisible.

ForesightUndetectedPrevents flat-footed when undetected.

Uneven Ground

22nd July 2020 at 9:36pm
Rule

Uneven ground is an area unsteady enough that you need to Balance or risk falling Prone and possibly injuring yourself, depending on the specifics of the uneven ground.

You are Flat-Footed on uneven ground.

Each time you are hit by an attack or fail a save on uneven ground, you must succeed at a Reflex save (with the same DC as the Acrobatics check to Balance) or fall prone.

Steady BalanceUneven GroundMakes you not flat-footed on uneven ground.

Unfriendly

26th June 2020 at 9:30pm
Condition

This condition reflects a creature’s disposition toward a particular character, and it affects only creatures that are not player characters.

A creature that is unfriendly to a character dislikes and specifically distrusts that character.

The unfriendly creature won’t accept Requests from the character.

Unified Theory

26th July 2020 at 1:39am
Feat General Skill

Prerequisites Legendary in Arcana.

You’ve started to make a meaningful connection about the common underpinnings of the four traditions of magic and magical essences, allowing you to understand them all through an arcane lens.

Whenever you use an action or a skill feat that requires a Nature, Occultism, or Religion check, depending on the magic tradition, you can use Arcana instead.

If you would normally take a penalty or have a higher DC for using Arcana on other magic (such as when using Identify Magic), you no longer do so.

Feat Type Skill
Level15
SkillArcana
RequirementL

Unmistakable Lore

26th July 2020 at 1:40am
Feat General Skill

Prerequisites Expert in Lore.

You never get information about your areas of expertise wrong.

When you Recall Knowledge using any Lore subcategory in which you’re trained, if you roll a critical failure, you get a failure instead.

If you’re a master in a Lore subcategory, on a critical success, you gain even more information or context than usual.

Feat Type Skill
Level2
SkillLore
RequirementE

Unnoticed

26th June 2020 at 9:31pm
Condition

If you are unnoticed by a creature, that creature has no idea you are present at all.

When you’re unnoticed, you’re also Undetected by the creature.

This condition matters for abilities that can be used only against targets totally unaware of your presence.

Untrained Improvisation

2nd July 2020 at 8:50pm
Feat General

You’ve learned how to handle situations when you’re out of your depth.

Your proficiency bonus to untrained skill checks is equal to half your level instead of +0.

If you’re 7th level or higher, the bonus increases to your full level instead.

This doesn’t allow you to use the skill’s trained actions.

Feat Type General
Level3

Vague

27th June 2020 at 9:20pm
Term

A character also has many vague senses—ones that can alert you that something is there but aren’t useful for zeroing in on it to determine exactly what it is.

The most useful of these for a typical character is the sense of smell (Scent).

At best, a vague sense can be used to detect the presence of an Unnoticed creature, making it Undetected.

Even then, the vague sense isn’t sufficient to make the creature Hidden or Observed.

Verbal

27th June 2020 at 11:12pm

A verbal component is a vocalization of words of power.

You must speak them in a strong voice, so it’s hard to conceal that you’re Casting a Spell.

The spell gains the Concentrate trait.

You must be able to speak to provide this component.

The target does not have to be able to understand or hear you.

If you’re a Bard Casting a Spell from the Occult tradition while holding a musical instrument, you can play that instrument to replace any material, somatic, or verbal components the spell requires by using the instrument as a Focus component instead. Cast a Spell gains the Auditory trait if you make this substitution. Unlike the normal rules for a focus component, you can’t retrieve or stow the instrument when making this substitution.

Versatile

7th July 2020 at 12:50am
Weapon Trait

A versatile weapon can be used to deal a different type of damage than that listed in the Damage entry. This trait indicates the alternate damage type.

For instance, a piercing weapon that is versatile S can be used to deal piercing or slashing damage. You choose the damage type each time you make an attack.

Virtuosic Performer

26th July 2020 at 1:40am
Feat General Skill

Prerequisites Trained in Performance.

You have exceptional talent with one type of performance.

You gain a +1 circumstance bonus when making a certain type of performance. If you are a master in Performance, this bonus increases to +2.

Select one of the following specialties and apply the bonus when attempting Performance checks of that type. If it’s unclear whether the specialty applies, the GM decides.

SpecialtyExamples
ActingDrama, pantomime, puppetry
ComedyBuffoonery, joke telling, limericks
DanceBallet, huara, jig, macru
KeyboardsHarpsichord, organ, piano
OratoryEpic, ode, poetry, storytelling
PercussionChimes, drum, gong, xylophone
SingingBallad, chant, melody, rhyming
StringsFiddle, harp, lute, viol
WindsBagpipe, flute, recorder, trumpet
Feat Type Skill
Level1
SkillPerformance
RequirementT

Visual

4th July 2020 at 7:17pm
Trait

A visual spell can affect only creatures that can see it.

Being Blinded gives immunity to Visual effects.

You can Avert Gaze to increase saves against Visual effects.

Volley

7th July 2020 at 12:51am
Weapon Trait

This ranged weapon is less effective at close distances.

Your attacks against targets that are at a distance within the range listed take a –2 penalty.

Wall

27th July 2020 at 11:17pm
Rule

Spells that create walls list the depth, length, and height of the wall, also specifying how it can be positioned.

Some walls can be shaped; you can manipulate the wall into a form other than a straight line, choosing its contiguous path square by square.

The path of a shaped wall can’t enter the same space more than once, but it can double back so one section is adjacent to another section of the wall.

Wall Jump

26th July 2020 at 1:42am
Feat General Skill

Prerequisites Master in Athletics.

You can use your momentum from a jump to propel yourself off a wall.

If you’re adjacent to a wall at the end of a jump (whether performing a High Jump, Long Jump, or Leap), you don’t fall as long as your next action is another jump.

Furthermore, since your previous jump gives you momentum, you can use High Jump or Long Jump as a single action, but you don’t get to Stride as part of the activity.

You can use Wall Jump only once in a turn, unless you’re legendary in Athletics, in which case you can use Wall Jump as many times as you can use consecutive jump actions in that turn.

Feat Type Skill
Level7
SkillAthletics
RequirementM

Ward Medic

26th July 2020 at 1:43am
Feat General Skill

Prerequisites Expert in Medicine.

You’ve studied in large medical wards, treating several patients at once and tending to all their needs.

When you use Treat Disease or Treat Wounds, you can treat up to two targets. If you’re a master in Medicine, you can treat up to four targets, and if you’re legendary, you can treat up to eight targets.

Feat Type Skill
Level2
SkillMedicine
RequirementE

Wary Disarmament

26th July 2020 at 1:44am
Feat General Skill

Prerequisites Expert in Thievery.

If you trigger a device or set off a trap while disarming it, you gain a +2 circumstance bonus to your AC or saving throw against the device or trap.

This applies only to attacks or effects triggered by your failed attempt, not to any later ones, such as additional attacks from a complex trap.

Feat Type Skill
Level2
SkillThievery
RequirementE

Water Sprint

30th July 2020 at 2:02am
Feat General Skill

Experience and training have taught you that water has just enough surface tension for a master sprinter to traverse the surface.

When you Stride in a straight line, if you move at least half your Speed over ground, you can move any amount of the remaining distance across a level body of water.

If you don’t end your Stride on solid ground, you fall into the water.

If you’re legendary in Athletics, as long as you start on solid ground, any part of your Stride can cross the water’s surface, even if you aren’t moving a straight line, though you still fall into the water if you don’t end your movement on solid ground.

Feat Type Skill
Level7
SkillAthletics
RequirementM

Wavesense

27th June 2020 at 9:16pm
Ability Sense

This sense allows a monster to feel vibrations caused by movement through a liquid.

It’s an Imprecise sense with a limited range (listed in the ability).

Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid.

Weapon Proficiency

2nd July 2020 at 10:21pm
Feat General

You become trained in all simple weapons.

If you were already trained in all Simple weapons, you become trained in all Martial weapons.

If you were already trained in all Martial weapons, you become trained in one Advanced weapon of your choice.

You can select this feat more than once. Each time you do, you become trained in additional weapons as appropriate, following the above progression.

Feat Type General
Level1

Widen Spell

11th July 2020 at 7:09pm
Action Class Feat Manipulate Metamagic Wizard

You manipulate the energy of your spell, causing it to affect a wider area.

If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell.

Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected).

Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.

Actions 1
Free Hands
Skill
Defense
Tool
Sub-actions
Feat Type Class
Level1
ClassWizard
ManipulateThis may provoke Attack of Opportunity and other reactions.
MetamagicYou must use this immediately before casting a spell.

Will

12th July 2020 at 5:41pm
Save
Breath ControlWillGives +1 circumstance and promotion to saves against inhaled threats.
Divine AuraWillGives +1/+2 status.
Divine VesselWillGives +1 status bonus against spells.
FatiguedWillGives -1 status to saves.
Forbidding WardWillGives +1/+2 status against a specific enemy.
Mage ArmorWillGives +1/+2/+3 item bonus.
Mind BlankWillGives +4 status vs mental effects.
Phantom SteedWillPhantom Steeds fail all saves.
Poison ResistanceWillGives +1 status vs poisons.
ProtectionWillGives +1 status vs named alignment.
Sanctified GroundWillGives +1 status against named creatures.
SootheWillGives +2 status vs Mental.
WisdomWillKey ability for this save.
FrightenedWisdomReduces all checks and DCs.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.

Willing

27th July 2020 at 9:44pm
Rule

Some spells restrict you to willing targets.

A player can declare their character a willing or unwilling target at any time, regardless of turn order or their character’s condition (such as when a character is paralyzed, unconscious, or even dead).

Wisdom

25th July 2020 at 3:16pm
Ability Score

Wisdom measures your character’s common sense, awareness, and intuition.

Your Wisdom modifier is added to your Perception and Will saving throws.

Wisdom governs Medicine, Nature, Religion and Survival.

Being Stupefied, Sickened or Frightened reduces your Wisdom rolls.

FrightenedWisdomReduces all checks and DCs.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.

Wounded

27th June 2020 at 9:48pm
Condition

You have been seriously injured.

If you lose the Dying condition and do not already have the wounded condition, you become wounded 1.

If you already have the wounded condition when you lose the dying condition, your wounded condition value increases by 1.

You don't gain or increase the Wounded condition if you lost the Dying condition by spending Hero Points.

If you gain the dying condition while wounded, increase your dying condition value by your wounded value.

The wounded condition ends if someone successfully restores Hit Points to you with Treat Wounds, or if you are restored to full Hit Points and rest for 10 minutes.

A creature with Ferocity becomes Wounded when it uses Ferocity to avoid being knocked out.

Wounded Rage

23rd July 2020 at 10:58pm
Action Barbarian Class Feat Rage Reaction

Trigger You take damage and are capable of entering a rage.

You roar in pain, awakening the rage within you. You Rage.

Actions Reaction
Free Hands
Skill
Defense
Tool
Sub-actions
Feat Type Class
Level4
ClassBarbarian
RageYou have to be raging to use this.